Author Topic: Homing Projectile  (Read 2034 times)

I was wondering if anyone knew how to script a homing projectile that could...
1. Home on to the closest vehicle to the player's eye LOS point but not the vehicle closest to the player
2. Not home on to targets behind the player

Note: I have tired doing this myself, but all attempts somewhat failed.

I think they would have to be AI controlled.

I think Bushido made one of these with the help with NiXill.

It's possible, but I don't feel like doing it. And it wouldn't have to be ai controlled.

What I've always wanted is a rocket launcher you shoot then you control it :3

What I've always wanted is a rocket launcher you shoot then you control it :3
I'm going to have to play with this idea.

I'm going to have to play with this idea.

Please don't. Homing missiles were even done in Blockland 0002 - they sucked then and they will inevitably suck now. Whichever way you look at it, you'll be using some lame scheduled loop.

Yeah, anyway you look at this, it will most likely be bad.

Option 1: AI controlled Missile - Would need to be a playertype and would be very jerky/unnatural looking I believe

Option 2: Scheduled loops - Very hacky, also jerky, and will Lag with multiple missiles flying around.

Option 1: AI controlled Missile - Would need to be a playertype and would be very jerky/unnatural looking I believe
The AI would most likely be controlled or updated by scheduled loops.

Option 2: Scheduled loops - Very hacky, also jerky, and will Lag with multiple missiles flying around.
There wouldn't be too many missiles flying around if the fire rate is one missile per forty seconds. Also the main reason for this script would be for an effective way to shoot down pesky planes.

Now I must ask would anyone be willing to do the script for me?
« Last Edit: August 04, 2009, 06:40:50 PM by Cellman »

It's got a nice concept, but we need competent people to do it for us.

Please don't. Homing missiles were even done in Blockland 0002 - they sucked then and they will inevitably suck now. Whichever way you look at it, you'll be using some lame scheduled loop.
I had a pretty decent homing projectile back in v0002. The only problem was that I tested it with few ammount of people, so the schedule loops never became a problem.
The curving of the 'projectile' was fair, and easy to dodge. It also required you to lock onto a player before using or else it would fly straight.
This was done with an item instead of a projectile aswell, so I could use setVelocity and have a bigger bounding box than just a point.
It was a fireball.
I also lost this.

You could have projectiles that curve towards players by having a player-lock-on function calculate an acceleration vector for that projectile the exact moment before it's fired, but the acceleration would remain constant throughout the projectile's flight once it's fired. It wouldn't be homing in on players constantly.

I'd figure atleast this would be doable since you can assign Gravity to a projectile which curves it's trajectory. Everything absolutely has to be predefined with projectiles though.

Now I must ask would anyone be willing to do the script for me?

-stuff-
Gravity can only affect the vertical rotation. It would pretty well be an arrow that goes in that player's direction.