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ROBLOX Forum » Game Creation and Development » Scripters
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What scripts do you think would be most useful on ROBLOX?

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lah30303 is not online. lah30303
Joined: 15 Feb 2008
Total Posts: 10027
14 Nov 2013 08:31 PM
I haven't posted a thread here in a long time so I figured I'd make one. Occasionally a great script will come through that makes new things possible in the games people create (the fragmentation system created a long time ago is the first thing that comes to mind for me). Anyway I'm just curious if people here ever think about scripts that would be very useful on the ROBLOX catalog that just aren't getting worked on. I'm not going to be working on anything myself but when I log on to ROBLOX in a year I'm curious the kinds of things I might be able to find on the catalog. I'm also mostly thinking of things that would be simplified enough to be used by a majority of ROBLOXians, but more complicated things would be neat to read about as well.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
14 Nov 2013 08:33 PM
when you die, your roblox character goes in an alternate universe (yee local parts) where other characters do different things (possibly a -universe, where everything happens in reverse) ans swoog
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MettaurSp is not online. MettaurSp
Joined: 20 Mar 2010
Total Posts: 3179
14 Nov 2013 09:18 PM
Currently working on (and heavily procrastinating on) a navigational mesh pathfinding plugin. You just place and connect nodes to create triangles representing the area a npc can travel, and then click a button to generate a function that utilizes the nav. mesh. I will also include very basic AI creation for those who don't know how to script and want to be able to use the meshes they create. To designate a parent for the generated script(s), just select them in the Explorer. I will it post here and on LWIM when finished.
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lah30303 is not online. lah30303
Joined: 15 Feb 2008
Total Posts: 10027
14 Nov 2013 11:45 PM
^That sounds cool but I remember someone from the past making a test place that utilized navmeshes and A* but still wasn't fast enough and had lag problems. I suggest seeking further optimizations for A*. Perhaps ones that may be faster, but don't guarantee perfect solutions 100% of the time such as HPA* (hierarchical pathfinding).
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