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Need help with point (solved)


burgelkat
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Hallo,

 

i need help with a script. Base is the platform lua. I use it with a helicopter. The Helicopter should flight the path and always change the rotation to the next target. the flight path function. (not yet smooth but this later on , at this time i dont know how to start, so that have to wait)

 

Now the helicopter flight the pass, look at the next target... but the helicopter turns themself 180 degrees. so it looks he flight back

 

what i do wrong?

 

i hope someone can help me

 

this is the code

 

Script.enabled = true --bool "Enabled"
Script.speed = 10 --float "Speed"
Script.target = "" --entity "Target waypoint"
Script.originPosition = nil
Script.targetPosition = nil
Script.currentPosition = nil
Script.currentRotation = nil
Script.moving = nil
Script.oldMass = nil
Script.pointtarget = nil--entity "Point target at"
function Script:Start()
self.oldMass = self.entity:GetMass()
if self.enabled then
if self.entity:GetMass()==0 then
Debug:Error("Entity mass must be greater than zero.")
end
else
self.entity:SetMass(0)
end
self.entity:SetGravityMode(false)
self.entity:SetCollisionType(Collision.Scene)
if self.target == nil then
Debug:Error("No target assigned")
end

self:SetTarget(self.target)
end
function Script:SetTarget(newTarget)
self.currentPosition = self.entity:GetPosition()
self.originPosition = self.entity:GetPosition()
self.targetPosition = newTarget:GetPosition()
if self.pointtarget ~= nil then
self.entity:Point(self.pointtarget)
else
self.target:GetRotation(nextStepRot.x, nextStepRot.y, nextStepRot.z, true)
end

self.distance = self.originPosition:DistanceToPoint(self.targetPosition)
self.target = newTarget

local pos = self.entity:GetPosition(true)
local targetpos = self.target:GetPosition(true)
local pin = pos - targetpos
self.distance = pin:Length()
pin = pin:Normalize()

if self.joint then
self.joint:DisableMotor()
self.joint:Release()
end
self.joint=Joint:Slider(targetpos.x,targetpos.y,targetpos.z,pin.x,pin.y,pin.z,self.entity,nil)
self.joint:EnableMotor()
self.joint:SetMotorSpeed(self.speed)
self.joint:SetAngle(-self.distance)
end

function Script:UpdatePhysics()
if self.enabled then
--Calculate movement
local currentpos = self.entity:GetPosition(true)
local targetpos = self.target:GetPosition(true)
local d = currentpos:DistanceToPoint(targetpos)
if d<0.1 then
--When the target has been reached
--self.entity:PhysicsSetPosition(self.targetPosition.x, self.targetPosition.y, self.targetPosition.z)
--self.enabled = false
self.component:CallOutputs("WaypointReached")
--Check if the target that we have reached also has a target, which is then our new target/waypoint
if self.target.script.target ~= nil then
self:SetTarget(self.target.script.target)
end
end
end
end
-----------------------------------------------------------------------------------
function Script:Enable()--in
self.enabled = true
self.entity:SetMass(self.oldMass) -- this line was missing [einlander]
self.entity:AddForce(0,0.001,0) -- give it a tiny push to get it moving [einlander]
end
function Script:Disable()--in
self.enabled = false
self.entity:SetMass(0)
end

post-13719-0-40327700-1476808310_thumb.jpg

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