traker/pointer question
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traker/pointer question
So right now im trying to make a ground based pointer/traker thing(bassically a laser on the ground that follows an airborne object) but im having troubles with actually gettin down and scripting it. The problem is wher it actually 1. finds the object then locks on to sed object and then follows it 2. it can only catch something within a certain range 3. after the object it locks on to goes out of the effective range it goes back to searching for another airborne object. But i also want to be able to have multiple objects in the air that it can lock on to then deactivate then lock onto another object. So bassically a guided laser on the ground that has multiple targets it can attach to the deattach to. Can anyone give me some help with this? And this part might be asking to much but is there then away to add a radar of sorts that when it locks on to a target it shows its position on a map?
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- erik1505
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Re: traker/pointer question
My advice is put sensor (laser with position detection) on each airborne object, so you always know it's location.
Then, pick any direction following tech (motor, spring, material velocity) and apply to your laser beacon.
So now you only need script to get nearest from your list and follow it if it is close enough.
Then, pick any direction following tech (motor, spring, material velocity) and apply to your laser beacon.
So now you only need script to get nearest from your list and follow it if it is close enough.
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Kilinich - [Best bug reporter 2010]
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Re: traker/pointer question
Ohhhh.... ok i think im starting get it now hehe (had to read what you said a couple of times for it to sink in) but now i get it. Thanks for the help!
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- erik1505
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Re: traker/pointer question
I have had an idea for a gizmo that would not need a laser position sensor to track something, but the script would be so obscenely complex that only a few people could do it, Kilinich being one.
There would be an assemblage of lasers on a box that can rotate. Each would track the position of whatever it touched, so long as the geom is PURE RED or some other known color. By knowing which lasers touch the red geom, the script could tell how to rotate the whole gizmo so the laser in the center is always hitting the red geom.
If there is nothing red in sight, the whole assembly would spin around until it does see something red.
And this, maybe, could be made phunlet-safe. Rotate it with materialVelocity.
There would be an assemblage of lasers on a box that can rotate. Each would track the position of whatever it touched, so long as the geom is PURE RED or some other known color. By knowing which lasers touch the red geom, the script could tell how to rotate the whole gizmo so the laser in the center is always hitting the red geom.
If there is nothing red in sight, the whole assembly would spin around until it does see something red.
And this, maybe, could be made phunlet-safe. Rotate it with materialVelocity.
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Someone Else - Posts: 1147
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Re: traker/pointer question
That might be helpful. Locks on targets at certain distance. It has no way to deactivate lock, but that shouldn't be hard to do. (covering all lasers for some time should do the trick)
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davidz40 - Posts: 438
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Re: traker/pointer question
yeah annoyingly some one just uploaded a scene yesterday with the same idea as mine...... 
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- erik1505
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Re: traker/pointer question
erik1505 wrote:yeah annoyingly some one just uploaded a scene yesterday with the same idea as mine......
I didn't see this thread; and I though it (my object seeker) would be too basic for your purposes... It was just sort of a random idea of mine (and/or Someone Else's). Sorry for not posting it here...
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