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#1

Lock On

Archive: 9 posts


uhm, i think i saw this somewhere already but i cant find it, (if so, someone direct me to it please =) )


how can i get emitted missles to follow a specific path?

like emit the missile, lock onto a nearby mag key and fire there? how would i get its direction aim there.....


similar to shark levels, how do they follow you. is what im asking? (except i want to do this with it following nearby enemies, not sackpeople)


if you dont get what im saying (might sound confusing)

I want to emit missiles, that lock on flawlessly, and hit a nearby enemy.
2010-06-07 17:04:00

Author:
johnrulz77
Posts: 835


I think I saw a level a few months ago where a missile would lock onto a target. It was a demo. I'll try and get the name for you 2010-06-07 17:07:00

Author:
Sunrise_Moon
Posts: 469


Well basically the only way i think that you'll be able to achieve this effect with two rockets on the side of your missile.

Set up two mag keys with a radius of 180 degrees, one facing left and one facing right - attach the left one to the right rocket and the right one to the left.

It'll take a while to get the rockets at the right boost level so that the actual missile doesn't fly of to the other end of the level but im sure with a little perseverance you'll manage
2010-06-07 17:17:00

Author:
theamilien
Posts: 485


oh cuz i want my mech to shoot rockets straight into the air, then fly straight down to a target, like in real life with fighter jets


*edit* my idea so far, is to have them on a mechanism, that will me double emitted.


so it emits the rocket straight up, and then emits a blocker, that blocks the rocket, then some contraption on the blocker that turns it, and fires it in a certain direction, but it doesnt sound to thermo friendly....
2010-06-07 17:29:00

Author:
johnrulz77
Posts: 835


Well you could easily make some logic to do this for you. Just when the rocket button (or grab switch or whatever) is pressed, an emitter shoots a rocket into the air, then after a short delay there's another emitter on the mech that emits a rocket at a high up point (off the screen) so that it looks like its the same rocket falling from the sky.

There's a device in the logic pack (cant remember its name - it has a winch and a piston attached to a piece of cardboard) that I'm sure would be perfect for the job.
2010-06-07 18:51:00

Author:
theamilien
Posts: 485


one problem, what if the foe is in the air, ground, or medium sized? i want it to like... every few mins as a special attack it shoots a couple

then they all hit different enemies... no misses

still solves the turning idea... now just need to aim them.
2010-06-07 20:30:00

Author:
johnrulz77
Posts: 835


The way I do tracking missiles is to stick a narrow rail of thin glass on the back and then set up two emitters to fire a dark matter track for the glass to run in. One emitter fires a track that angles to the right and the other fires a track that angles left. Then I set up two 180 degree sensor switches to detect players: the one on the right triggers the right turning track, and so on. You have to set one of them to require all or the missile will jam in mid-air when there's two players.

I made one that runs on mag switches, too, but it locks up if there's more than one mag key. I was only working on player tracking missiles at the time so I never bothered trying to come up with a solution. A solution would require some sort of logic, which I didn't want to deal with for my emitted missiles. That was before I learned about thin gas and discovered how useful it could be for onboard logic, though. Here's an idea that I thought of just now while writing but I haven't tested yet:

Start out the same as my first paragraph: missile with a glass rail. Get a thin gas wheel and bolt it to the missile (you can use a regular bolt, but I would use a zero strength wobble bolt: you'll be able to define the maximum angle it can turn). Now you'll attach winches from the wheel to the missile: one from each side with the objective of pulling the wheel to that side. Set your mag switches to directional and hook one to each winch. Now, set one winch's strength to around six or so, while leaving the other at ten. The stronger winch will always win if both are triggered, so the missile will favor mag keys in that direction. Maybe I should've said this first, but the track emitter goes on the gas wheel, so that when it turns, the angle of the track turns too.

Of course there's going to be a problem with jitter. Say the missile is set to favor mag keys to its right. Once it turns right far enough that it's headed directly at the key, the right winch will no longer be triggered, so the left winch will be able to pull it back off course. Once its off course, the right winch will kick in again. This will repeat continuously and the missile will wobble in the air. Perhaps it would be better to lower the strength of both winches (but keep one stronger than the other) and add a third, full-strength winch that forces the wheel into its neutral position. That winch will trigger when a mag key on the front of the missile detects a key directly ahead of it. It's complicated, but if you do it this way, you should have a missile that will successfully track a mag key, will favor one direction over the other, and will "lock on" once it's headed straight for it. I would even go the extra mile and add a fourth winch that will hold the wheel in a neutral position when no mag keys are detected. Otherwise, if the missile is tracking right toward a mag key, and the mag key is destroyed (say, by another missile you fired), it'll keep turning right indefinitely and may end up circling back and hitting you.

It's complicated, will be kind of a pain to build, and isn't the most thermo efficient thing out there (four mag switches and four winches to acheive something so simple), but it should theoretically be 100 % reliable and emittable.
2010-06-07 21:43:00

Author:
Sehven
Posts: 2188


man, you type alot, i wish it was alot easier to make...

another problem is since its mechs..... well bigger radius

lets say u want to hit a sackboy.... thats 10m away...

a mech, would look similar if it was 20-40m away...

my problem is mag keys dont have big enough radius, and when it does kick in, its too late and they cant curve enough to hit properly. i tried lowering boost but it still didnt work



right now i have an idea, but im not sure if it'll come out good...

emit several missles that shoot up, and have a rail above with several keys

so if it passes the key it'll trigger an emitter that emits a 4way and switch (with missiles cased in blocks)

and then a delay that dissolves it shortly after making the rockets fire
2010-06-07 22:01:00

Author:
johnrulz77
Posts: 835


I already sent John a visitor message, but if anybody else is interested, I made a homing missile (https://lbpcentral.lbp-hub.com/index.php?t=28272-Anti-mag-key-Homing-Missiles-%28Copyable%29&p=490767#post490767) that's smart enough to track the key furthest to the right (or left if you click R3 to reverse it).

It works the way I described in my previous post, but I got by with three winches instead of four. The fourth mag switch just turns off the emitter if no targets are detected so the missile just flies like a normal missile (so you don't have it go haywire and turn back toward you).
2010-06-08 01:19:00

Author:
Sehven
Posts: 2188


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