How To Make Homing Objects.
How To Make Homing Objects
Rocket Propulsion And The Part
Create the RocketPropulsion and the part object. Alternatively, you could make a missle with rocketpropulsion without a target, and put it in Lighting, then clone the rocket.
Defining the target
This requires a script.
Example:
game.Workspace.Part.RocketPropulsion.Target = game.Workspace.dreaddraco2.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 facing you.
- abort()
This, as its name suggests, aborts the RocketPropulsions mission to get to you, You could us 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 onTocuhed(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)
Using This Is Script Builder
This is what you might use in script builder:
a = Instance.new("RocketPropulsion") A.Target = game.Players.dreaddraco2.Character.Torso A.Parent = game.Players.Name.Character.Torso
This would make Name look like he's orbiting you.
See also
RBX.Lua.RocketPropulsion The RocketPropulsion object