Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Help and Support
  3. Homing projectile vs multiple targets

Homing projectile vs multiple targets

Scheduled Pinned Locked Moved Help and Support
59 Posts 5 Posters 29.5k Views 2 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Aidan_FireA 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 Offline
    SplitMindGamingS Offline
    SplitMindGaming
    wrote on last edited by
    #31

    @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
    0
    • SplitMindGamingS SplitMindGaming

      @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 Offline
      SplitMindGamingS Offline
      SplitMindGaming
      wrote on last edited by
      #32

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

      Aidan_FireA 1 Reply Last reply
      0
      • SplitMindGamingS SplitMindGaming

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

        Aidan_FireA Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by
        #33

        @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
        0
        • Aidan_FireA Aidan_Fire

          @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 Offline
          SplitMindGamingS Offline
          SplitMindGaming
          wrote on last edited by
          #34

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

          1 Reply Last reply
          0
          • Aidan_FireA Aidan_Fire

            @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 Offline
            SplitMindGamingS Offline
            SplitMindGaming
            wrote on last edited by SplitMindGaming
            #35

            @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
            0
            • SplitMindGamingS 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 Offline
              Aidan_FireA Offline
              Aidan_Fire
              wrote on last edited by Aidan_Fire
              #36

              @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
              0
              • Aidan_FireA 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 Offline
                SplitMindGamingS Offline
                SplitMindGaming
                wrote on last edited by
                #37

                @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
                0
                • SplitMindGamingS SplitMindGaming

                  @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 Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by Aidan_Fire
                  #38

                  @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
                  0
                  • bosswaveB Offline
                    bosswaveB Offline
                    bosswave
                    wrote on last edited by
                    #39

                    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
                    0
                    • bosswaveB bosswave

                      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 Offline
                      Aidan_FireA Offline
                      Aidan_Fire
                      wrote on last edited by
                      #40

                      @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).

                      Jack de WildeJ 1 Reply Last reply
                      1
                      • Aidan_FireA Aidan_Fire

                        @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).

                        Jack de WildeJ Offline
                        Jack de WildeJ Offline
                        Jack de Wilde
                        wrote on last edited by
                        #41

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

                        Aidan_FireA 1 Reply Last reply
                        1
                        • Jack de WildeJ Jack de Wilde

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

                          Aidan_FireA Offline
                          Aidan_FireA Offline
                          Aidan_Fire
                          wrote on last edited by
                          #42

                          @Jack8680 Shush same thing. Air resistance your face.

                          1 Reply Last reply
                          0
                          • Aidan_FireA 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 Offline
                            SplitMindGamingS Offline
                            SplitMindGaming
                            wrote on last edited by
                            #43

                            @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
                            0
                            • SplitMindGamingS SplitMindGaming

                              @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 Offline
                              Aidan_FireA Offline
                              Aidan_Fire
                              wrote on last edited by Aidan_Fire
                              #44

                              @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
                              0
                              • Aidan_FireA 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 Offline
                                SplitMindGamingS Offline
                                SplitMindGaming
                                wrote on last edited by
                                #45

                                @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

                                Jack de WildeJ 1 Reply Last reply
                                0
                                • SplitMindGamingS SplitMindGaming

                                  @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

                                  Jack de WildeJ Offline
                                  Jack de WildeJ Offline
                                  Jack de Wilde
                                  wrote on last edited by Jack8680
                                  #46

                                  @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
                                  1
                                  • Jack de WildeJ Jack de Wilde

                                    @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 Offline
                                    SplitMindGamingS Offline
                                    SplitMindGaming
                                    wrote on last edited by
                                    #47

                                    @Jack8680 ohhh ok that’s where that input field came from. I got distracted from the other input field that had an “a” on it

                                    SplitMindGamingS 1 Reply Last reply
                                    1
                                    • SplitMindGamingS SplitMindGaming

                                      @Jack8680 ohhh ok that’s where that input field came from. I got distracted from the other input field that had an “a” on it

                                      SplitMindGamingS Offline
                                      SplitMindGamingS Offline
                                      SplitMindGaming
                                      wrote on last edited by
                                      #48

                                      Ok one last question. Sorry Bosswave I know this is your post and I’m kind of taking over it lol. So on the if statement you put if loop Index is = to 0. 0 represents the first item on the list of loops correct. So if I put a 1. What will happen?

                                      SplitMindGamingS Aidan_FireA 2 Replies Last reply
                                      0
                                      • SplitMindGamingS SplitMindGaming

                                        Ok one last question. Sorry Bosswave I know this is your post and I’m kind of taking over it lol. So on the if statement you put if loop Index is = to 0. 0 represents the first item on the list of loops correct. So if I put a 1. What will happen?

                                        SplitMindGamingS Offline
                                        SplitMindGamingS Offline
                                        SplitMindGaming
                                        wrote on last edited by
                                        #49

                                        Actually the more I look at it the more I get confused. I’m not understanding how this small piece of logic is doing all these things. Ok so in idiot terms. Minimum distance is a set input field. On that set input field you place the “calculate distance” ok makes sense. But on the other if statement it has if calculate distance is less the minimum distance. But aren’t you putting the calculate distance within the minimum distance because your using the input field to capture the calculate distance. So in reality the if statement is reading the same thing basically which is “ if calculate distance equals calculate distance right. I think I have a migraine now.

                                        1 Reply Last reply
                                        0
                                        • SplitMindGamingS SplitMindGaming

                                          Ok one last question. Sorry Bosswave I know this is your post and I’m kind of taking over it lol. So on the if statement you put if loop Index is = to 0. 0 represents the first item on the list of loops correct. So if I put a 1. What will happen?

                                          Aidan_FireA Offline
                                          Aidan_FireA Offline
                                          Aidan_Fire
                                          wrote on last edited by
                                          #50

                                          @SplitMindGaming If you put 1 in the If statement that is looking at the loop index, then it will apply the logic to the second object it looks at. I think the order of the loop goes from oldest spawned object up to newest. If I'm right about this, then setting it to 1 will mean the oldest spawned target will always be completely ignored by the homing missiles.

                                          SplitMindGamingS 1 Reply Last reply
                                          0

                                          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                          With your input, this post could be even better 💗

                                          Register Login
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Categories
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Search