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Auto Targeting System

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Author: Hahaha466

Group: Default

Filesize: 47 kB

Date added: 2009-07-21

Rating: 6.3

Downloads: 1323

Views: 2210

Comments: 5

Ratings: 4

Times favored: 0

Made with: Phun

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Auto targeting system for my auto crane that I am hoping to build. Tried to keep the custom variables to a minimum, and they're all in the scene. I (think that I) know this has been done before, but this is my system and my observations and learnings. I have never downloaded any systems like this, and I've never seen one actually work, so all the concepts were thought of by me.
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That's sweet!

Check the collab BTW I added something.
Cool!
good one, but if you are trying that way, it will only work close to sim center.

an idea is to get somethat of a calcunit on the bottom left of the crane(other corners are possible, but its more complicated:*) ), and then do some calculations, like.... Y springlength = beacon pos(1) - e.pos(1), and X spring length = beacon pos(0) - e.pos(0).

BTW, if you're looking for as little scene.my. variables as possible, just make a list(example = texturematrix, color, textcolor).

an example of this array would be = [X beaconpos, Y beaconpos, Springlength x, springlength y]

for the springs, using that setup, it wouldn't be directly calculated into, so that you can save other 2 values in the list:lol: . it would be like that. for beacon = scene.my.variablelist(or any other name you choose) = [e.pos(0), e.pos(1), scene.my.variablelist(2), scene.my.variablelist(3)]
for spring lengths, located in that calculating unit i stated earlier, it would be...
scene.my.variablelist = [scene.my.variablelist(0), scene.my.variablelist(1), (scene.my.variablelist(0) - e.pos(0)), (scene.my.variablelist1 - e.pos(1))]

hope that helps:tup:
I was looking for something like this, that will automatically aim at block and shoot them.
nice but i canīt see how this could be usefull :devil: but 10/10
do you know how to make a version that could be use on amo for guns to make them auto aim at stuff would be more usefull =P:tup: