How To Make Homing Objects.

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Revision as of 12:14, 6 July 2008 by >Mindraker (I guess that belongs down here)
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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.

abort()

This, as its name suggests, aborts the RocketPropulsion's 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 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)

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