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#1
A Lock-On Turret i've been working on
Archive: 5 posts
new here, so m not sure if this goes in here or Object showcase. Anyway, i've bee working on a turret that lock onto sackboy, making it more difficult to dodge. i've got all the logics right, but i hink the game can't handle the split second actions becaue it tends to miss sackboy entirely. Hopefuly i'll get it to work fine. i'll try posting pictures later | 2009-09-22 22:22:00 Author: Mopthefloo Posts: 139 |
My guess is you just need to do some fine tweaking on the options. It can be done, an example i can think of is DCF's Boss "The Rescue of Persephone" In Boss Rush 3 (Published under the PSN LBPC_BossRush). But if this isn't done, i guess its a project | 2009-09-22 22:28:00 Author: Burnvictim42 Posts: 3322 |
You posted in the right place. This sounds like my intelligent auto-aiming system (or lock-on if that's how you want to word it) I started work on a while back that actually aims and follow sackperson and would stop aimed where sackperson stopped. I was still trying to get it just right, and haven't gone back to it yet. | 2009-09-29 19:16:00 Author: Unknown User |
Yeah, quite a few of these have been produced and there are various methods of achieving it. At a guess I'd say you are using angle-limited prox sensors on either side of the turret, controlling a three way switch, which in turn controls a wobble or motor bolt? As burnvictim says, the trick really is to get a balance between the "dead Zone" between the two sensors and the speed of the bolt, mostly this is trial and error. | 2009-09-29 19:36:00 Author: rtm223 Posts: 6497 |
I actually made a very convoluted design when I first tried this... I made a semi-circular track for a "cart" to move along using wobble bolt wheels attached through a 3 way switch, then the cart was allowed to pivot around a normal bolt, but was controlled by the wheels on the "cart". I got everything all tweaked nicely, and then it hit me... why can't I just put the 3 way switch on a wobble bolt pivot...? Facepalm. Ironically, I couldn't get the simpler version to be tweaked as nicely as the stupid version. In the end it was axed from the project, so no harm done. But, lol @ my failure. | 2009-09-29 20:02:00 Author: comphermc Posts: 5338 |
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