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Re: Bricks coming out of alignment...

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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
12 Aug 2013 12:25 AM
I was trying to place an elevator model next to a wall in my game, but when I brought the two models close together there was a .1 stud gap between them. Since the smallest increment you can drag bricks around is 1/5 of a stud (other than free move), and with 1/5 being .2, this meant I couldn't align the elevator and wall side by side.
I tried copying and deleting the model, and using Control-V to paste it back into the game (if you paste a brick into the scene with another brick selected, what you paste will be centered above that brick), but it was still .1 studs off the grid.

How can I get the elevator to align to the wall?

And this isn't the only problem I've had like this. I find it so easy to somehow get a brick that's .1 studs out of alignment, or even some odd number like .2465
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MikeAnIkes is not online. MikeAnIkes
Joined: 13 Mar 2010
Total Posts: 1581
12 Aug 2013 12:31 AM
Turn ON collision check, then set the increments to none (free move). Now, you can move the model towards the wall until it stops moving.
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
12 Aug 2013 12:40 AM
I tried that, but it didn't work. It was still like .0001 studs off when I moved it as far as it could go. With collision check on, I couldn't enclose the elevator door in a wall, the walls would only come to about .1 studs away from the door, since the door was .0001 studs off.
Turning collision check off and enclosing it anyway, you could easily tell that the door was out of alignment, making it not look near as good.
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 12:42 AM
I have the prob ALL THE FRICKING TIME.

ROBLOX needs to fix this.


I normaly just usethe command bar and postion it the model on a good path than I drag it to where I want it.
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MikeAnIkes is not online. MikeAnIkes
Joined: 13 Mar 2010
Total Posts: 1581
12 Aug 2013 12:43 AM
I would manually set the elevator model's position to something you know IS aligned with the wall, then move it accordingly.
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 12:44 AM
Thats waht I said. Heh
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MikeAnIkes is not online. MikeAnIkes
Joined: 13 Mar 2010
Total Posts: 1581
12 Aug 2013 12:44 AM
:]
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 12:46 AM
Great minds think alike.

DId you see my plugin?

Its my second model.
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
12 Aug 2013 12:48 AM
When you click a model, there's no section for editing the location of the model as a whole.
How can I manually enter a location for the model? King said he used the command bar, but I don't know how to use it (though I know what it is and how to get it).
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 12:52 AM
game.Workspace.MODEL:MoveTo(Vector3.new(100,100,100))

All done
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
12 Aug 2013 01:01 AM
Thank you, I'll try it out next time I build. You've just saved me a lot of aggravation.
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 01:03 AM
Your wecome.
If you need me just call.

This might help you.

http://www.roblox.com/PluginHelper-V1-3-item?id=126087708
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MikeAnIkes is not online. MikeAnIkes
Joined: 13 Mar 2010
Total Posts: 1581
12 Aug 2013 01:22 AM
No, don't use MoveTo(). MoveTo just moves 1 part in the model to the right position, and everything else follows. Use this, which I made for a different thread:

function moveTo(model,pos)
local parts = {}
function iterate(obj)
for _,v in pairs(obj:GetChildren()) do
if v:IsA("BasePart") then
table.insert(parts,v)
end
iterate(v)
end
end
iterate(model)
local avg = model:GetModelCFrame().p
for _,part in pairs(parts) do
part.CFrame = part.CFrame - avg + pos
end
end
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MikeAnIkes is not online. MikeAnIkes
Joined: 13 Mar 2010
Total Posts: 1581
12 Aug 2013 01:23 AM
^ That moves the model's actual center to the position you choose.

~ Oh, I'm sorry, did I break your concentration? ~
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
12 Aug 2013 09:25 AM
If you set that one part on the right path, the others will be on the right path too.
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
13 Aug 2013 04:44 PM
I used the command bar function you gave me, but I still have a problem.

I don't know what location to place the elevator at so it aligns. My wall has a weird location as well, something like 102.12535. I tried 100, 100, 100, but the elevator was ever so slightly off.
The wall is part of an entire building, so I can't just move the wall as well.

What can I do?
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
14 Aug 2013 03:48 PM
bump
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
14 Aug 2013 04:01 PM
Well.
You can remove the evilatiors part to where you need them,
or do it for the wall.
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Squidman338 is not online. Squidman338
Joined: 09 Jan 2013
Total Posts: 270
15 Aug 2013 01:16 AM
Is there function for the command bar where I can move move my model to a location relative to its current one? So I could type something like this as the coordinates: (-2, 0, +0.6)
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kingmatt2 is not online. kingmatt2
Joined: 20 Aug 2011
Total Posts: 6494
15 Aug 2013 01:25 PM
The command bar is like just like scripts but with one line.
"I think"
Can I make more lines?
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EpicNinja513 is not online. EpicNinja513
Joined: 31 Jan 2012
Total Posts: 941
15 Aug 2013 03:29 PM
plugins are hax. I don't trust them
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EnterBoringNameHere is not online. EnterBoringNameHere
Joined: 26 May 2012
Total Posts: 2215
15 Aug 2013 03:33 PM
I hate when that happens. Just use the move axles.
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