<?xml version="1.0" encoding="ISO-8859-1" ?><rss version="2.0">
<channel>
    <title>RoboRealm Forum</title>
    <link>http://www.RoboRealm.com/</link>
    <description>The newest forum threads.</description>
    <lastBuildDate>Tue, 30 Nov 1999 00:11:00 EST</lastBuildDate>
    <language>en-us</language>
    <copyright>Copyright: (C) RoboRealm, http://www.RoboRealm.com/</copyright>
    <docs>http://www.RoboRealm.com/</docs>

    <item>
        <title>No Title</title>
        <description>
        You just set up visual marks that will be associated with map location coordinates in &quot;Marker mode&quot; (but it not create any path to somewhere) and then robot in &quot;Navigation by map&quot; mode will plan the path from the current location to the target position (maze solving) that you point to.&lt;br&gt;&lt;br&gt;Thus if you could show every inch of your rooms to robot (in &quot;Marker mode&quot;) then it would allow to move robot to any random position in your house:&lt;br&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=5qKQg5e4wbc&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/&lt;wbr&gt;watch?v=5qKQg5e4wbc&lt;/a&gt;        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        Is their anyway to map out entire rooms? (Or houses?) So you could click to go to this corner of a room etc. So instead of paths, rooms?         </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        You can use emulator program (based on Quake 3 mod) for acquaintance with &quot;Marker mode&quot; and &quot;Navigation by map&quot; modes. &lt;br&gt;&lt;br&gt;See &quot;AVM Quake 3 mod&quot; manual for more details: &lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/AVM_Navigator/avm_q3mod_help.html&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;AVM_&lt;wbr&gt;Navigator/&lt;wbr&gt;avm_&lt;wbr&gt;q3mod_&lt;wbr&gt;help.html&lt;/a&gt; &lt;br&gt;&lt;br&gt;You can download it from: &lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/AVM_Navigator/Setup_avm_q3mod.exe&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;AVM_&lt;wbr&gt;Navigator/&lt;wbr&gt;Setup_&lt;wbr&gt;avm_&lt;wbr&gt;q3mod.exe&lt;/a&gt;&lt;br&gt;&lt;br&gt;How &quot;Navigation by Map&quot; works. &lt;br&gt;&lt;br&gt; Obstacle avoidance &lt;br&gt;&lt;br&gt; The robot processes the motion history of input images for the previous second. If any commands were given (i.e. the &quot;forward&quot; command) but no changes where seen in the input image (nothing happened) then the robot is assumed to be stuck (i.e. the robot is pushing against a wall). When stuck the module will set the movement variables to move backwards. The stuck situation is indicated by a red rectangle with a circle in the center. &lt;br&gt;&lt;br&gt; Odometry / localization &lt;br&gt;&lt;br&gt; The robot sets the marks (it writes central part of the screen image with associated data to AVM tree). Marker data (inside AVM) contain horizon angle (azimuth), path length from start and X, Y location position (relative to the start position). Information for the marker data is based on marks tracking (horizontal shift for azimuth and change of mark scaling for path length measurement). Generalization of all recognized data of marks in input image gives actual value of azimuth and path length. If we have information about motion direction and value of path length from previous position and x, y coordinates of previous position then we can calculate the next coordinates of the current position. This information will be written to the new mark (inside AVM) when it is created and so forth. &lt;br&gt;&lt;br&gt; The set of marks inside the AVM gives a map of locations (robot see the marks and recognize its location).        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        So does AVM navigator &quot;warn&quot; itself before bumping into anything?        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        &amp;gt;&amp;gt; Thanks, I&apos;ll play around with it. So AVM Navigator is loaded when you load the vbscript right? &lt;br&gt;&lt;br&gt;Yes, of course the AVM Navigator will be placed to video-processing pipeline when you will load &quot;program.robo&quot; file.&lt;br&gt;&lt;br&gt;&amp;gt;&amp;gt; Have you ever tried mapping with a kinect?&lt;br&gt;&lt;br&gt;The main idea of AVM Navigator project is the using only visual images from one video camera as input sensory information for robot navigation (it does not stipulate for using of any other sensors like kinect, laser, infrared or acoustic detectors and etc).        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        Thanks, I&apos;ll play around with it. So AVM Navigator is loaded when you load the vbscript right? &lt;br&gt;&lt;br&gt;HAve you ever tried mapping with a kinect?         </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        &amp;gt;&amp;gt; I&apos;ll load it up and try it. Which reminds me, where exactly do I load VBscript?&lt;br&gt;&lt;br&gt;First you should download The Microsoft Windows Script Control:&lt;br&gt;&lt;a href=&quot;http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;id=1949&quot; target=&quot;_blank&quot;&gt;http://www.microsoft.com/&lt;wbr&gt;download/&lt;wbr&gt;en/&lt;wbr&gt;details.aspx?displaylang=en&amp;id=1949&lt;/a&gt;&lt;br&gt;&lt;br&gt;See VBScript module guide for more details:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/VBScript_Program.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;VBScript_&lt;wbr&gt;Program.php&lt;/a&gt;&lt;br&gt;&lt;br&gt;Further download the VBScript program:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/forum/program.php?post_id=23034&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;forum/&lt;wbr&gt;program.php?post_&lt;wbr&gt;id=23034&lt;/a&gt;&lt;br&gt;&lt;br&gt;Start RoboRealm and load &quot;program.robo&quot; file (click &quot;Open&quot; button in main dialog window).&lt;br&gt;        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        I&apos;ll load it up and try it. Which reminds me, where exactly do I load VBscript?&lt;br&gt;&lt;br&gt;Also, Is is possible to have a camera that is mounted on a robot to do the &quot;looking&quot; (pan/tilt) but have the robot drive towards it?        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        However let&apos;s try another variant of VBScript program:&lt;br&gt;&lt;br&gt;&apos; Set the turret control variables&lt;br&gt;turret_h = 0&lt;br&gt;turret_v = 0&lt;br&gt;turret_f = 0&lt;br&gt;&lt;br&gt;nvObjectsTotal = GetVariable(&quot;NV_OBJECTS_TOTAL&quot;)&lt;br&gt;&lt;br&gt;if nvObjectsTotal&amp;gt;0 then&amp;nbsp;&amp;nbsp; &apos; If any object was found&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get image size&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;img_w = GetVariable(&quot;IMAGE_WIDTH&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;img_h = GetVariable(&quot;IMAGE_HEIGHT&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get array variables of recognized objects&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectX = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_X&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectY = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_Y&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectW = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_W&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectH = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_H&quot;)&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get center coordinates of first object from array&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;obj_x = nvArrObjRectX(0) + nvArrObjRectW(0)/2&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;obj_y = nvArrObjRectY(0) - nvArrObjRectH(0)/2&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get difference between object and screen centers&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;dX = img_w/2 - obj_x&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;dY = img_h/2 - obj_y&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;threshold = 40&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;gt; threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at left side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; -threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at right side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;gt; threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the bottom&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;lt; -threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the top&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Is the target locked?&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; threshold and dX &amp;gt; -threshold and&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dY &amp;lt; threshold and dY &amp;gt; -threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;end if&lt;br&gt;&lt;br&gt;&apos; Set turret control variables&lt;br&gt;SetVariable &quot;TURRET_V_CONTROL&quot;, turret_v&lt;br&gt;SetVariable &quot;TURRET_H_CONTROL&quot;, turret_h&lt;br&gt;SetVariable &quot;TURRET_FIRE&quot;, turret_f&lt;br&gt;&lt;br&gt;================================= &lt;br&gt; TURRET_H_CONTROL - horizontal turret control&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;(0 - motor off, 1 - right turn, -1 - left turn)&lt;br&gt;&lt;br&gt; TURRET_V_CONTROL - vertical turret control&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;(0 - motor off, 1 - turn it upward, -1 - turn it downward)&lt;br&gt;&lt;br&gt; TURRET_FIRE - fire signal&lt;br&gt;&lt;br&gt;See attached program below.        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        Ok so for scale variable, my motor does not have a range. (It is the motor used in electronic scooters/wheel chairs. So how do I use that?        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        The AVM Navigator is an additional module that is distributed along with RoboRealm:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/AVM_Navigator.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;AVM_&lt;wbr&gt;Navigator.php&lt;/a&gt;&lt;br&gt;&lt;br&gt;And VBScript program use variables NV_OBJECTS_TOTAL, NV_ARR_OBJ_RECT_X, NV_ARR_OBJ_RECT_Y, NV_ARR_OBJ_RECT_W, NV_ARR_OBJ_RECT_H that was produced by AVM Navigator as the source data for object pointing:&lt;br&gt;&lt;br&gt;NV_OBJECTS_TOTAL&amp;nbsp;&amp;nbsp;- total number of recognized objects&lt;br&gt;NV_ARR_OBJ_RECT_X - left-top corner X coordinate of recognized object&lt;br&gt;NV_ARR_OBJ_RECT_Y - left-top corner Y coordinate of recognized object&lt;br&gt;NV_ARR_OBJ_RECT_W - width of recognized object&lt;br&gt;NV_ARR_OBJ_RECT_H - height of recognized object        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
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        <title>No Title</title>
        <description>
        Whats the range for AVM Navigator?        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        I think that this VBScript program is complete and it not needs in any changes. You can use variables TURRET_V_CONTROL and TURRET_H_CONTROL (range from -128 to 127 ) or variables TURRET_H_128 and TURRET_V_128 (range from 0 to 255 with 128 being neutral) for servos pan-tilt control. Also you can use Scale_Variable module for scaling into any convenient range:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/Scale_Variable.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;Scale_&lt;wbr&gt;Variable.php&lt;/a&gt;&lt;br&gt;&lt;br&gt;And you can use serial module for transmitting of variables value to your robot/turret:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/Serial.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;Serial.php&lt;/a&gt;&lt;br&gt;&lt;br&gt;or any other module like these:&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/Lego_NXT.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;Lego_&lt;wbr&gt;NXT.php&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://www.roborealm.com/help/Endurance_Servo.php&quot; target=&quot;_blank&quot;&gt;http://www.roborealm.com/&lt;wbr&gt;help/&lt;wbr&gt;Endurance_&lt;wbr&gt;Servo.php&lt;/a&gt;        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
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        <title>No Title</title>
        <description>
        To use that VBscript you wrote for real, what would need to be modified?        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
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        <title>No Title</title>
        <description>
        The source data for turret control is deviation of the object center from center of screen&amp;nbsp;&amp;nbsp;(variables dX, dY). Further it influence on status of intermediate control variables &quot;turret_h&quot; and &quot;turret_v&quot; that has range from -128 to 127. &lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;gt; threshold and turret_h &amp;gt; -128 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at left side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = turret_h - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; -threshold and turret_h &amp;lt; 127 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at right side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = turret_h + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;gt; threshold and turret_v &amp;gt; -128 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the bottom&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = turret_v - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;lt; -threshold and turret_v &amp;lt; 127 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the top&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = turret_v + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;The variable &quot;threshold&quot; is working like hysteresis that prevents self-oscillation of turret.&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; threshold and dX &amp;gt; -threshold and&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; dY &amp;lt; threshold and dY &amp;gt; -threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;else&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 0&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;When object is found in center of screen then it activate fire signal (variable turret_f ).        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
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        <title>No Title</title>
        <description>
        I never learned VB Script, but I think I semi understand it. To help out a newbie, where does the motor control come in? &lt;br&gt;&lt;br&gt;Thanks!!!&lt;br&gt;&lt;br&gt;Ben&lt;br&gt;        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
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        <title>No Title</title>
        <description>
        I think you could use AVM Navigator with VBScript program like this:&lt;br&gt;&lt;br&gt;&apos; Get turret control variables&lt;br&gt;turret_v = GetVariable(&quot;TURRET_V_CONTROL&quot;)&lt;br&gt;turret_h = GetVariable(&quot;TURRET_H_CONTROL&quot;)&lt;br&gt;turret_f = GetVariable(&quot;TURRET_FIRE&quot;)&lt;br&gt;&lt;br&gt;&lt;br&gt;nvObjectsTotal = GetVariable(&quot;NV_OBJECTS_TOTAL&quot;)&lt;br&gt;&lt;br&gt;if nvObjectsTotal&amp;gt;0 then&amp;nbsp;&amp;nbsp; &apos; If any object was found&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get image size&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;img_w = GetVariable(&quot;IMAGE_WIDTH&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;img_h = GetVariable(&quot;IMAGE_HEIGHT&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get array variables of recognized objects&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectX = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_X&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;nvArrObjRectY = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_Y&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;nvArrObjRectW = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_W&quot;)&lt;br&gt;&amp;nbsp;&amp;nbsp;nvArrObjRectH = GetArrayVariable(&quot;NV_ARR_OBJ_RECT_H&quot;)&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get center coordinates of first object from array&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;obj_x = nvArrObjRectX(0) + nvArrObjRectW(0)/2&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;obj_y = nvArrObjRectY(0) - nvArrObjRectH(0)/2&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Get difference between object and screen centers&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;dX = img_w/2 - obj_x&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;dY = img_h/2 - obj_y&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;threshold = 40&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;gt; threshold and turret_h &amp;gt; -128 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at left side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = turret_h - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; -threshold and turret_h &amp;lt; 127 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at right side&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_h = turret_h + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;gt; threshold and turret_v &amp;gt; -128 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the bottom&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = turret_v - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dY &amp;lt; -threshold and turret_v &amp;lt; 127 then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; The object is at the top&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_v = turret_v + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Is the target locked?&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if dX &amp;lt; threshold and dX &amp;gt; -threshold and dY &amp;lt; threshold and dY &amp;gt; -threshold then&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;else&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 0&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;end if&lt;br&gt;else&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&apos; Back to the center if object is lost&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if turret_h &amp;gt; 0 then turret_h = turret_h - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if turret_h &amp;lt; 0 then turret_h = turret_h + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if turret_v &amp;gt; 0 then turret_v = turret_v - 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;if turret_v &amp;lt; 0 then turret_v = turret_v + 1&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;turret_f = 0&lt;br&gt;end if&lt;br&gt;&lt;br&gt;turret_v128 = turret_v + 128&lt;br&gt;turret_h128 = turret_h + 128&lt;br&gt;&lt;br&gt;&apos; Set turret control variables&lt;br&gt;SetVariable &quot;TURRET_V_CONTROL&quot;, turret_v&lt;br&gt;SetVariable &quot;TURRET_H_CONTROL&quot;, turret_h&lt;br&gt;SetVariable &quot;TURRET_FIRE&quot;, turret_f&lt;br&gt;&lt;br&gt;SetVariable &quot;TURRET_V_128&quot;, turret_v128&lt;br&gt;SetVariable &quot;TURRET_H_128&quot;, turret_h128&lt;br&gt;&lt;br&gt;============================= &lt;br&gt; TURRET_H_128 - horizontal turret control &lt;br&gt; TURRET_V_128 - vertical turret control&lt;br&gt; TURRET_FIRE - fire signal&lt;br&gt;&lt;br&gt;See attached program below.        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>No Title</title>
        <description>
        Or to be more exact, the missile launcher wouldn&apos;t be doing the moving, but the robot would have a missile launcher on it. So the robot would track an object, and when centered the missile launcher would fire.&lt;br&gt;&lt;br&gt;Thanks1        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
    <item>
        <title>Missile Launcher Tracking</title>
        <description>
        Is it possible to have the missile launcher track an object, and when centered on the object fire a shot?&lt;br&gt;&lt;br&gt;Ben        </description>
        <link>http://www.roborealm.com/forum/index.php?thread_id=4201</link>
        <guid>http://www.roborealm.com/forum/index.php?thread_id=4201</guid>
        <pubDate>Tue, 30 Nov 1999 00:11:00 EST</pubDate>
    </item>
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