



#1
How to make a Player Tracking Turret
Archive: 9 posts
How to make a Player Tracking Turret YouTube - Little Big Planet How to make a Player Tracking Turret By ![]() I hope you enjoy it | 2009-10-11 22:22:00 Author: manixbmw ![]() Posts: 25 |
A similar thing is used in my level: Whichever Way The Wind Blows- Red. You should check it out. Nice work though. | 2009-10-11 22:29:00 Author: ladylyn1 ![]() Posts: 836 |
Good work, but this belongs in the tutorials section, not the help section. You might want to ask a mod to move this to help the most people. | 2009-10-11 23:25:00 Author: Incinerator22 ![]() Posts: 3251 |
Cool. Might be better if it was roof mounted. | 2009-10-14 12:07:00 Author: shadowwolf36 ![]() Posts: 15 |
you didnt make that ![]() ![]() | 2009-10-14 19:27:00 Author: Kern ![]() Posts: 5078 |
Inspired by your design, I took your idea and added wenches on either side to enable a tracking feature, so when the player moves the turret tries to stay locked on. Basically on each side I added a backward wench with one end attached to the base floor section (about as far away in length as the height of the turret itself) and the other end attached to the turret barrel at the far end. The wench has a long range from near zero to about double the height of the turret. I hooked this up to a proximity sensor mounted on the barrel, with a 130 degree arc that runs from 5 degrees off the barrel axis (on same side as wench) down to 45 degrees past the perpendicular. This is an in/out switch that will turn the turret head toward the poor sack-victim when they are in range of sight. The same rig is mirrored on the opposite side of the turret to cover the other side. I still use the wobble bolt (with a slightly lowered tighteness setting) and I still use the inverted proximity on/off switch on it covering the 10 degrees in front of the barrel. This way the turret patrols back and forth, but when a player comes in contact, it kind of switches modes, and it locks on and follows the player. I also still use the other proximity sensor from the OP rig for the firing mechanism. So my barrel has 4 proxmity switches in all, two pointed along the axis, and one pointed at an angle to either side. You might have to experiment a bit with the angle and speed settings to get it to behave smoothly and accurately, depending on the model scale and desired reaction speed, and more importantly depending on how close a range the player is going to be to the turret itself, because the further away the player is, the narrower a "locked on" arc (that forward 10 degrees in my run down) you'll want, and vise versa. I'm pretty new to all this, and not sure if this is LBPCentral protocol, but...if you want me to send you my actual sample turret just send a friendly request to PSN ID Grendil--. (Note the unfortunate double dash suffix.) | 2009-10-14 22:43:00 Author: LittleBigDave ![]() Posts: 324 |
he didnt make this! ![]() | 2009-10-15 06:56:00 Author: Kern ![]() Posts: 5078 |
this is a great tutorial thanks for posting although the text is hard to see i was looking for a way i could build a player tracking turret thanks for this so much | 2009-10-21 13:26:00 Author: lbpholic ![]() Posts: 1304 |
I used a similair thing in a new level of mine, which has not been published yet. Also, please give credit to Defcon for making this tutorial. It was his hard work, not yours. | 2009-10-24 07:12:00 Author: srgt_poptart ![]() Posts: 425 |
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