How To Make Homing Objects.: Difference between revisions
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===Additional Features=== | ===Additional Features=== | ||
The [[CartoonFactor]] property sets whether your part should head Directly towards it, ignoring the point its facing, or whether it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be | The [[CartoonFactor]] property sets whether your part should head Directly towards it, ignoring the point its facing, or whether it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be no effort to face you. | ||
:[[Abort (Function)|abort()]] | :[[Abort (Function)|abort()]] |
Revision as of 11:38, 16 September 2011
Rocket Propulsion And The Part
Create the RocketPropulsion and the part object. Alternatively, you could make a missile with rocketpropulsion without a target, and put it in Lighting, then clone the rocket.
Defining the target
This requires a script. The script will define the target's position, the thing you want to home in on!
Example:
game.Workspace.Part.RocketPropulsion.Target = game.Workspace.yourusernamehere.Head
Firing The Part
This also requires a script, this will set off your part (If Unanchored) after The Target:
Example:
game.Workspace.Part.RocketPropulsion:fire()
Additional Features
The CartoonFactor property sets whether your part should head Directly towards it, ignoring the point its facing, or whether it faces straight at you. 1 Would be always facing at you. 0.5 Would be sort of facing you. 0 would be no effort to face you.
This, as its name suggests, aborts the RocketPropulsion's mission to get to you, you could use this if your objects need fuel, and when the fuel is 0 they drop out of the sky.
Connecting The Event
You would need to do something like:
function onTouched(hit) local a = hit.Parent.Humanoid if a ~= nil then local b = game.Lighting.Rocket b.Position = Vector3.new(0,200,0) -- drop out of sky b.Parent = game.Workspace b.RocketPropulsion.Target = hit wait(0.01) b.RocketPropulsion:fire() end end script.Parent.Touched:connect(onTouched)
This is what you might use in some place:
a = Instance.new("RocketPropulsion") a.Target = game.Players.PERSONNAME.Character.Torso a.Parent = game.Players.Name.Character.Torso
Another homing brick example
- Insert > Object > Part
- The name of this brick part is insignificant.
- Insert > Object > NumberValue into the Part.
- Set NumberValue to 0.20000000000000001 and call it "Speed".
- Insert > Object > BodyGyro into the Part.
- Insert > Object > BodyPosition into the Part.
- Insert > Object > Script into the Part.
In the Script, insert the following:
bin = script.Parent function move(target) local dir = (target.Position - bin.Position).unit local spawnPos = bin.Position local pos = spawnPos + (dir * 1) bin:findFirstChild("BodyGyro").cframe = CFrame.new(pos, pos + dir) bin:findFirstChild("BodyGyro").maxTorque = Vector3.new(9000,9000,9000) end function moveTo(target) bin.BodyPosition.position = target.Position bin.BodyPosition.maxForce = Vector3.new(10000,10000,10000) * bin.Speed.Value end function findNearestTorso(pos) local list = game.Workspace:GetChildren() local torso = nil local dist = 1000 local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) then temp = temp2:findFirstChild("Torso") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end function shoot(pos) dir = (pos - bin.CFrame.p).unit for i = 1, 50 do local ex = Instance.new("Explosion") ex.BlastRadius = 1 ex.Position = bin.Position + (dir * 10 * i) + (dir * 7) ex.Parent = game.Workspace end end function shootAt(torso) local dir = (torso.Position - bin.Position).unit local spawnPos = bin.Position local pos = spawnPos + (dir * 1) shoot(pos) end while true do local torso = findNearestTorso(bin.Position) if torso~=nil then move(torso) moveTo(torso) end wait() end
This will make a brick that will follow you.