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Thread: Auto-Targeting, Auto-Firing Cruise missile launcher Tutorial.

  1. #1
    Inactive Irish_Cereal is on a distinguished road Irish_Cereal's Avatar
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    Here is a short-quick to the point tutorial for my Auto-Targeting missile launcher. I'll post a Adv. Dupe save and Video soon enough. But 'till then here's a quick tut.

    Required mods
    Wire Mod (Obviously )
    Fly By Wire
    Phoenix Mod (For the models of the missiles)

    What to spawn
    1x 2x2 phx plate
    1x Wired UCW Missile Launcher
    1x Beacon Sensor
    1x Target Finder
    1x Numpad Input
    1x Timer
    1x Button
    1x Round Chip
    2x Equal Comparison Chips
    1x Equal or Greater than Chip
    1x Constant Value of .01
    1x Constant Value of 2
    3x Identity Chips

    How they're wired
    Diagram
    Edit: Ahh! The diagram wasn't formatted the same when it was posted!

    Diagram Explanation
    That might have been a bit confusing, but that's what I'm here for. Okay, so the Beacon Sensor and Target Finder are linked. Make sure to have the Beacon Sensor Output world coordinates because for some reason the regular xyz don't work. So have them output the world coordinates and distance.
    Wire identity 1 to x, identity 2 to y, and identity 3 to z.
    Wire Equal or Greater Than Chip to the Distance and the constant value of .05
    Wire the Equal or Greater to the Equal Chip. Wire the button to the Equal Chip.
    Wire the Equal Chip to the Timer Chip Run.
    Wire the Round to the Timer.
    Wire Round to the Equal. And Wire the constant value of 2 to the equal.
    Wire Reset for the Timer Chip to the second Equal Chip.
    Wire identity 1 to the Missile Launcher x, ID2 to the Missile Launcher y, and ID3 to the Missile Launcher z.
    Wire Fire to the second equal chip.
    Wire Lock on the Missile Launcher to the Numpad Input.

    I know that also might have been confusing, but it is my first tutorial. I'll make a video when I get a chance.

  2. #2
    Inactive Potocello is on a distinguished road Potocello's Avatar
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    I'm not at my gmod computer so i can't test it, but could this go on a jet sized contraption? I would love to put it on my jet.

  3. #3
    Inactive Irish_Cereal is on a distinguished road Irish_Cereal's Avatar
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    I'm not at my gmod computer so i can't test it, but could this go on a jet sized contraption? I would love to put it on my jet.[/b]
    It can go on anything you'd like.

  4. #4
    Inactive Nophysicalbody is on a distinguished road Nophysicalbody's Avatar
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    O-M-F-G.
    I believe you've created another "classic" wired contraption!
    This is amazing!

    I followed you're tut (a bit confusing, maybe i could make a wiki on this?) and this is what i came up with:
    [attachment=419:my_missile.JPG]
    The best part is, It has almost no effect where the launcher is pointed, and because the missile is contantly updated by the beacon sensor, It basically can't miss! It actually homes!
    Overall:
    Attached Images
    Is currently not dead.

  5. #5
    Inactive Potocello is on a distinguished road Potocello's Avatar
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    This is awesome! Works perfectly on my fighter for Air to Air missiles...weeee

  6. #6
    Inactive Irish_Cereal is on a distinguished road Irish_Cereal's Avatar
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    Thanks for all the comments, guys.

    O-M-F-G.
    I believe you've created another "classic" wired contraption!
    This is amazing!

    I followed you're tut (a bit confusing, maybe i could make a wiki on this?) and this is what i came up with:
    [attachment=419:my_missile.JPG]
    The best part is, It has almost no effect where the launcher is pointed, and because the missile is contantly updated by the beacon sensor, It basically can't miss! It actually homes!
    Overall: [/b]
    I'll put in on Wiki when I get the chance. Thanks

  7. #7
    Inactive Nophysicalbody is on a distinguished road Nophysicalbody's Avatar
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    Lol, can i write a wiki on this? (I've already written a SBS guide to building one of these, but can't post it 'till i get permission)

    But anyway.

    I was playing around with this all last night, and It is so much fun! but i noticed a few major glitches and i found a way to fix them.

    I noticed that if it fires while the target finder has no target, it just flies streight at the target finder.
    I made one that fires on a numpad output, but It is multiplied by the target finder, so It can only fire when it has a target.
    But then i came across another problem.
    When i was attacking something far away, and i had more than one missile in the air, If the first missile killed the target, then the second would turn around and hit me, no matter what i did.
    So I made a system that puts "Detonate" on (my expression gate) Pulser, so every 0.1 secs it would give an output. But ONLY if the target finder hasn't got a target!
    So if there are any missiles left over, they'll explode when the target is dead instead of flying back at you
    Is currently not dead.

  8. #8
    Inactive Irish_Cereal is on a distinguished road Irish_Cereal's Avatar
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    Lol, can i write a wiki on this? (I've already written a SBS guide to building one of these, but can't post it 'till i get permission)

    But anyway.

    I was playing around with this all last night, and It is so much fun! but i noticed a few major glitches and i found a way to fix them.

    I noticed that if it fires while the target finder has no target, it just flies streight at the target finder.
    I made one that fires on a numpad output, but It is multiplied by the target finder, so It can only fire when it has a target.
    But then i came across another problem.
    When i was attacking something far away, and i had more than one missile in the air, If the first missile killed the target, then the second would turn around and hit me, no matter what i did.
    So I made a system that puts "Detonate" on (my expression gate) Pulser, so every 0.1 secs it would give an output. But ONLY if the target finder hasn't got a target!
    So if there are any missiles left over, they'll explode when the target is dead instead of flying back at you [/b]
    Nice. Thanks for the fixes. Also, I'll post a Wiki when I get the chance.

  9. #9
    Inactive Irish_Cereal is on a distinguished road Irish_Cereal's Avatar
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    I figured out my own fixes without the use of the Expression gate.

    Auto-Fire Glitch Fix:

    Spawn an identity chip and wire it to the target finder. Spawn a button. Spawn a Add chip. Add the button and the identity. Spawn an equal chip. Spawn a constant value of 2. Wire the add chip and the constant value to the equal. Wire the Equal to the Timer.

    This allows you to turn off the launcher even if it has a target with the button.

    Missile Firing at itself when theres no target:

    Spawn an equal and a constant value of 0. Wire the Identity chip wired to the target finder and the constant value of 0 to the equal chip. Wire detonate on the missile launcher to the equal chip.

    Tadaaa!

    I'm still workin on that video tutorial by the way.

  10. #10
    Inactive Kallus is on a distinguished road Kallus's Avatar
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    Got an even easier one for you:

    Instead of wiring the First = (Equal) chip to the button you spawn a >X or = (Lesser/or Equal) chip.

    Wire the >X or = (Lesser/or Equal) too A: <X (Greater Than) that gets distance and 0.01.
    B: Button (1 toggle)

    If you turn off you launcher after it has a target, or no target, you wont get auto launch glitch.
    And if you have auto Detonate on that is a blessing.

    Simplest auto detonator I i could think of: Spawn ID chip, wire to Target Finder. Spawn Logic Not(Invert) Chip and wire to ID, wire detonate to Invert.

    Ta Da, simple auto launcher that does not shoot unless told to!

    Wired Lock to first = (Equal) and Launch to second = (Equal) by the way. Only have to turn on the Arm button.

    -Kallus

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