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#1

target lock

Archive: 4 posts


a few months ago i posted about this, and got some good suggestions involving using pistons and followers. i wonder if anyone has any new ideas.

I have multiple enemies and want to be able to lock onto one of them and keep locked on until it goes out of range or is destroyed. Seems simple right?

here's the problems:
1) the enemies will be emitted, so unique tags are not an option.
2) the good guys will also be emitted and will act autonomously. They all need to behave the same.
3) there could be as many as 20 enemies and 10 good guys at any given time.

soooo...any ideas?

For reference, here is the original thread:
https://lbpcentral.lbp-hub.com/index.php?t=51894-Lock-on

I thought about just resurrecting that one, but it had already taken a fairly specific turn and run its course. I'm looking for new ideas.
2011-08-28 00:54:00

Author:
tdarb
Posts: 689


here's the problems:
1) the enemies will be emitted, so unique tags are not an option.


this thread is worth a read, although it's not suitable for all applications
https://lbpcentral.lbp-hub.com/index.php?t=59857-Giving-unique-id-s-and-signaling-channels-to-emitted-objects

EDIT: seems this was mentioned on the other thread
2011-08-28 03:51:00

Author:
evret
Posts: 612


That's a really intresting link, thanks for that. If i wasn't so tired i might understand more than half of it

I'm definitely gonna read it again in the morning.
2011-08-28 05:48:00

Author:
tdarb
Posts: 689


If all the good guys need to lock-on to one bad guy, maybe the lock-on cursor itself could turn on/off a tag on the bad guy.2011-08-28 15:57:00

Author:
Ayneh
Posts: 2454


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