Slastraf Posted November 26, 2015 Share Posted November 26, 2015 I am currently getting problems with the Fpsgun script. I made a prefab and attached it to an turret in the map via path. http://pastebin.com/LapGp5nw Heres the modified fpsgun script. In detail the problem is that the muzzle (shooting direction) should always be in front direction of the turret. The second problem is that the script doesnt know the fpsplayer anymore, so there is no camera to align the effects to. There are going to be multiple turrets in the game, so there should be a global camera, but I dont know how to set it up . I have tried to fix it but it doesnt work really well. I would apprechiate any help on this. Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 26, 2015 Share Posted November 26, 2015 just a simple example of a turret tracking and shooting window = Window:Create("Example",0,0,800,600) context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:SetPosition(0,7,0) camera:SetRotation(90,0,0) light = DirectionalLight:Create() light:SetRotation(45,45,0) ground = Model:Box(10,1,10) ground:SetPosition(0,0,-0.5) ground:SetColor(0,1,0,1) base = Model:Cylinder(16) base:SetColor(0,0,1,1) base:SetPosition(4,1,4) base:SetPickMode(0) turret = Model:Box(base) turret:SetScale(0.1,0.1,1) turret:SetColor(1,0,0,1) turret:SetPosition(0,0.5,0.5,false) firespot = Pivot:Create(turret) firespot:SetPosition(0,0,1,false) bullet = Model:Box() bullet:SetScale(0.1,0.1,0.1) bullet:SetPickMode(0) bullet:Hide() target = Model:Sphere(16) target:SetColor(1,0.5,0,1) target:SetPickMode(0) pickinfo = PickInfo() time = Time:Millisecs() function PerfectAngle(pos1,pos2) local dx, dz dx = pos2.x - pos1.x dz = pos2.z - pos1.z return Math:ATan2(dx,dz) end while window:KeyDown(Key.Escape)==false do if window:Closed() then break end mousepos = window:GetMousePosition() if camera:Pick(mousepos.x,mousepos.y,pickinfo,0,true,0) then target:SetPosition(pickinfo.position + Vec3(0,1,0)) end perfectangle = PerfectAngle(base:GetPosition(true),target:GetPosition(true)) currentangle = base:GetRotation(true).y angle=Math:IncAngle(perfectangle,currentangle,5/Time:GetSpeed()) base:SetRotation(0,angle,0,true) if Time:Millisecs() > time + 500 then bullets = bullet:Instance() bullets:SetPosition(firespot:GetPosition(true)) bullets:Show() bullets:SetMass(1) force = Vec3(2000*Math:Sin(angle),0,2000*Math:Cos(angle)) bullets:AddPointForce(force,firespot:GetPosition(true),true) time = Time:Millisecs() end Time:Update() world:Update() world:Render() context:Sync(true) end Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Slastraf Posted November 26, 2015 Author Share Posted November 26, 2015 just a simple example of a turret tracking and shooting This confused me even more. How am I going to make this in a pivot that is in the 3d world , not the main.lua script. I already have the turret tracking the enemy i really just need some sort of bullet . Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 26, 2015 Share Posted November 26, 2015 When one does not give enough information or assets for others to use, you get simple examples that may or may not resolve their issue based on what assumptions we have to make. Anything that is shown in a simple main.lua script can be worked into an entity script. Is there a particular reason why the bullet/shooting would be attached to a pivot? Why would you not have the bullet/shooting code as part of the turret tracking script? Are you wanting a raycast or an actual physics bullet? If a physics bullet, there are a couple of ways to make the bullet move in the direction of the target. Above I show how to calculate the forces to control the angle that the bullet will go with the assumption that the turret just rotates solely around the Y-axis. You can also go about it another way: set the position/rotation of the bullet on the local axis of the turret, and then just apply a force in the local +Z-axis direction. See here for an old LE2 example of that: http://www.leadwerks.com/werkspace/topic/2542-bullet-help-wanted/#entry23432 If a raycast bullet, then I suggest just using a simple World:Pick() between the end of the turret and the target. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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