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    Homing projectile vs multiple targets

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    • Aidan_FireA
      Aidan_Fire @SplitMindGaming
      last edited by Aidan_Fire

      @SplitMindGaming It finds the nearest target ONCE, and chases that one forever. It can be told to redirect whenever you want, just activate the behaviour bundle called "Homing trigger" and it will redirect to the nearest target and then chase that one forever. For example: edit the project and add a timer and connect Homing trigger (with all the behaviours under it) underneath the timer. Don't make the timer too fast or you could lag/freeze the project if you have spawned in lots of targets. 0.5s would be fine.

      I did look at yours. I moved the blue and green squares both to the top right of the screen and the missile just stopped and sat there.

      SplitMindGamingS 2 Replies Last reply Reply Quote 0
      • SplitMindGamingS
        SplitMindGaming @Aidan_Fire
        last edited by

        @Aidan-Oxley yeah I was going to say the same thing. When your missile hits the edge of the screen it just stops there and freezes.

        1 Reply Last reply Reply Quote 0
        • SplitMindGamingS
          SplitMindGaming @Aidan_Fire
          last edited by

          @Aidan-Oxley 8AEC4F6A-BC05-4262-864B-D400B6E2A4AD.png

          Aidan_FireA 1 Reply Last reply Reply Quote 0
          • Aidan_FireA
            Aidan_Fire @SplitMindGaming
            last edited by Aidan_Fire

            @SplitMindGaming If the object the missile is chasing gets deleted, the missile will stop and have nothing to do. In that case, you would want to add some logic to detect when its target is destroyed, and decide what to do then (e.g trigger homing again and select a new target, or just delete the missile). However if you get the missile to constantly redirect to the nearest target on a timer this shouldn't happen unless all targets are destroyed.

            SplitMindGamingS 1 Reply Last reply Reply Quote 0
            • SplitMindGamingS
              SplitMindGaming @Aidan_Fire
              last edited by

              @Aidan-Oxley sorry I actually want this to work because it’s something I needed for my game as well. I attached a video of me playing your version and turned on the homing behavior as you said so that it can redirect. But it still doesn’t re direct. What am I doing wrong. Are you able to get urs to redirect? FullSizeRender.mov

              SplitMindGamingS 1 Reply Last reply Reply Quote 0
              • SplitMindGamingS
                SplitMindGaming @SplitMindGaming
                last edited by

                @SplitMindGaming never mind I activated the homing timer instead. How do you activate the behavior bundle homing trigger?

                Aidan_FireA 1 Reply Last reply Reply Quote 0
                • Aidan_FireA
                  Aidan_Fire @SplitMindGaming
                  last edited by

                  @SplitMindGaming If you activate this behaviour in any way (by connecting it under another behaviour directly, using Behaviour On with it selected, or using Execute behaviour with it selected) the missile will redirect targets ONCE.
                  0758C057-D03A-43DA-997E-693BDF364717.jpeg

                  If I do this, the missile will redirect to the nearest target every 0.5s:97BAD3A6-97CF-4759-8AAF-6F265A0C6D63.png

                  SplitMindGamingS 2 Replies Last reply Reply Quote 0
                  • SplitMindGamingS
                    SplitMindGaming @Aidan_Fire
                    last edited by

                    @Aidan-Oxley ahhh I didn’t add the timer. Yes it works flawlessly like that. Thanks

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                    • SplitMindGamingS
                      SplitMindGaming @Aidan_Fire
                      last edited by SplitMindGaming

                      @Aidan-Oxley care to be a teacher for a bit. I don’t understand input field or even how to use loop properly in that matter. What does it mean when you put “a” on the input field. What does that represent?

                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                      • Aidan_FireA
                        Aidan_Fire @SplitMindGaming
                        last edited by Aidan_Fire

                        @SplitMindGaming lol nothing. It's a mistake, I meant to put 0 or absolutely nothing in there. Now that I think about it, delete that behaviour completely, it'll still work exactly the same, it's leftover from my previous method before Jack showed me better one.

                        Set Input Field basically does exactly as it says. When you press on that symbol next to the Input field of a behaviour, you are given a prompt and you can create a Set Input Field behaviour. When this behaviour is run, it simply changes whatever was in there to the new value you put in it.

                        The loop behaviour is like a timer but extremely fast, as in it will freeze hyperPad until it is done (it won't freeze hyperPad unless you make it loop a crazy amount of times). It has a few settings, you can either set the exact amount of times you want it to repeat the stuf under it, or you can give it a tag and set it to "for each" where it will count the amount of objects in that tag by itself, and then repeat the stuff under it once for each object while also selecting that object to do stuff to.

                        SplitMindGamingS 1 Reply Last reply Reply Quote 0
                        • SplitMindGamingS
                          SplitMindGaming @Aidan_Fire
                          last edited by

                          @Aidan-Oxley I see what about the box container minimum distance. It doesn’t even have any value storing. I notice it was called on an if statement saying if calculate distance is less then minimum distance. How does that calculate when the minimum distance contains no value. Or does it contain a value? I’m not sure exactly what happening there.

                          Aidan_FireA 1 Reply Last reply Reply Quote 0
                          • Aidan_FireA
                            Aidan_Fire @SplitMindGaming
                            last edited by Aidan_Fire

                            @SplitMindGaming If the loop index = 0 (that is, if it's the very first object selected in the loop), set the minimum distance to the distance calculated to this specific object. Now, if the distance calculated is less than or equal to the value stored in minimum distance, then get the ID of this object we calculated the distance to.

                            This is exactly how the logic under the loop works in the example, explained into words.

                            SplitMindGamingS 1 Reply Last reply Reply Quote 0
                            • bosswaveB
                              bosswave
                              last edited by

                              I’ve gotta say.. thanks a million. I’ve NEVER seen the loop and get object behaviors there. I’ve always wished for them lol.

                              I got it to work almost perfectly.

                              Also, I find that using a Propel Object behavior with a negative value attached to a timer is a nice, smooth, and easy way to accomplish a classic homing missile effect.

                              Aidan_FireA 1 Reply Last reply Reply Quote 0
                              • Aidan_FireA
                                Aidan_Fire @bosswave
                                last edited by

                                @bosswave Yeah I've used that before I think. Just as long as you have friction it's fine (without friction the missile can just go into orbit of the target lol).

                                Jack8680J 1 Reply Last reply Reply Quote 1
                                • Jack8680J
                                  Jack8680 @Aidan_Fire
                                  last edited by

                                  @Aidan-Oxley Think you mean air resistance rather than friction :P

                                  Aidan_FireA 1 Reply Last reply Reply Quote 1
                                  • Aidan_FireA
                                    Aidan_Fire @Jack8680
                                    last edited by

                                    @Jack8680 Shush same thing. Air resistance your face.

                                    1 Reply Last reply Reply Quote 0
                                    • SplitMindGamingS
                                      SplitMindGaming @Aidan_Fire
                                      last edited by

                                      @Aidan-Oxley couldn’t you just put the actual number 0 on that if statement instead of calling a box container? Or does it not work that way. Also to minimize timers. Could you also set the “rotate to object” and “move to object” directly under the homing trigger?

                                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                                      • Aidan_FireA
                                        Aidan_Fire @SplitMindGaming
                                        last edited by Aidan_Fire

                                        @SplitMindGaming said in Homing projectile vs multiple targets:

                                        Could you also set the “rotate to object” and “move to object” directly under the homing trigger?

                                        You probably could. The thing is, the homing trigger is only meant to select a target, not move the missile to the target. That's what the Homing timer was for. As bosswave did, you can completely change the homing mechanics to however you want as long as you use the same Object ID in your homing logic as the example does.

                                        I'm not exactly sure what you mean with using 0 instead of the box container, but I suspect it doesn't work the way you think?

                                        SplitMindGamingS 1 Reply Last reply Reply Quote 0
                                        • SplitMindGamingS
                                          SplitMindGaming @Aidan_Fire
                                          last edited by

                                          @Aidan-Oxley I see. Im still confused on the box container titled “minimum distance”. It says there’s no value being stored. So how is it calculating the minimum distance? Sorry it might be really obvious to you but I can’t seem to wrap my head around what is going on here.4E1BAE75-2A9B-48C3-8D49-62B958FECFB6.jpeg

                                          Jack8680J 1 Reply Last reply Reply Quote 0
                                          • Jack8680J
                                            Jack8680 @SplitMindGaming
                                            last edited by Jack8680

                                            @SplitMindGaming The value is set by the Set Input Field5 behaviour

                                            If calculate distance is less than minimum distance, set minimum distance to calculate distance.

                                            SplitMindGamingS 1 Reply Last reply Reply Quote 1
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