How To Make Homing Objects.: Difference between revisions
Created page with "{{ImproperArchive}}" |
No edit summary |
||
| Line 1: | Line 1: | ||
{{ | {{CatUp|Tutorials}} | ||
__TOC__ | |||
==Rocket Propulsion And The Part== | |||
Create the RocketPropulsion and the [[RBX.lua.Part (Object)|part]] object. Alternatively, you could make a missile with rocketpropulsion without a target, and put it in [[RBX.lua.Lighting (Object)|Lighting]], then [[Clone (Function)|clone]] the rocket. | |||
===Defining the target=== | |||
This requires a [[RBX.lua.Script (Object)|script]]. The script will define the target's [[Position (Property)|position]], the thing you want to home in on! | |||
Example: | |||
<pre> | |||
game.Workspace.Part.RocketPropulsion.Target = game.Workspace.yourusernamehere.Head | |||
</pre> | |||
===Firing The Part=== | |||
This also requires a [[RBX.lua.Script (Object)|script]], this will set off your part (If Unanchored) after The Target: | |||
Example: | |||
<pre> | |||
game.Workspace.Part.RocketPropulsion:fire() | |||
</pre> | |||
===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 (Function)|abort()]] | |||
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: | |||
<pre> | |||
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) | |||
</pre> | |||
This is what you might use in some place: | |||
<pre> | |||
a = Instance.new("RocketPropulsion") | |||
a.Target = game.Players.PERSONNAME.Character.Torso | |||
a.Parent = game.Players.Name.Character.Torso | |||
</pre> | |||
== Another homing brick example == | |||
* Insert > Object > Part<br> | |||
* The name of this brick part is insignificant.<br> | |||
* Insert > Object > NumberValue into the Part.<br> | |||
* Set NumberValue to 0.20000000000000001 and call it "Speed".<br> | |||
* Insert > Object > BodyGyro into the Part.<br> | |||
* Insert > Object > BodyPosition into the Part.<br> | |||
* Insert > Object > Script into the Part.<br> | |||
In the Script, insert the following: | |||
<pre> | |||
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 | |||
</pre> | |||
This will make a brick that will follow you. | |||
==See also== | |||
*[[RBX.lua.RocketPropulsion (Object)|Rocket Propulsion]] | |||
*[[Scripting]] | |||
[[Category:Scripting Tutorials]] | |||
Latest revision as of 05:29, 11 December 2024
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.