TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 22 Nov 2013 06:40 PM |
My goal is to make a brick follow a character's torso. But the twist is, it is 5 seconds behind. For example, let's say the character's torso is at (0, 0, 0) then he walks to (160, 0, 0). --(assuming that it takes 10 seconds for the player to walk 160 studs) So, as the player moves, the brick is in the EXACT position the player's torso was 5 seconds ago.
Any ideas? I only need to know how to do the Time delay part of it. |
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| 22 Nov 2013 06:42 PM |
| That's like a zombie chasing a humanoid. It's really easy i would dig in models and get rid of bad stuff. |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 22 Nov 2013 06:45 PM |
| I'm not wanting a zombie script, and zombie scripts don't do exactly what I asked... |
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| 22 Nov 2013 06:46 PM |
| Well in the zombie, theres a chase script, I'll see if I could edit it. |
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| 22 Nov 2013 06:48 PM |
You can use the
MoveTo method of the humanoid. It will not be delayed by 5 seconds...But it is usually delayed. |
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| 22 Nov 2013 06:49 PM |
try this:local larm = script.Parent:FindFirstChild("Left Arm") local rarm = script.Parent:FindFirstChild("Right Arm")
function findNearestTorso(pos) local list = game.Workspace:children() local torso = nil local dist = 99999 local temp = nil local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) then temp = temp2:findFirstChild("Right Arm") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end end end end return torso end
while true do wait(math.random(1,5)) local target = findNearestTorso(script.Parent.Torso.Position) if target ~= nil then script.Parent.Humanoid:MoveTo(target.Position, target) end
end
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 22 Nov 2013 06:50 PM |
| I just want to know the delay part. I know how to make the brick go to the torso position, but I don't know how to make it be five seconds behind |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 22 Nov 2013 06:51 PM |
@not
The point of the brick is to be delayed...
@tranzit
Ill try it |
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REM25
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| Joined: 28 Feb 2010 |
| Total Posts: 3154 |
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| 22 Nov 2013 06:55 PM |
| @cod I think that is from a free model... |
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| 22 Nov 2013 06:56 PM |
| Ever notice? It should be noticeable, I just thought about it.. |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 24 Nov 2013 12:24 PM |
| I have been thinking, and I think that slowing the following brick's speed would do the same thing. So, is there any way I could slow the brick's movement? I think I would need to use BodyPos, right? |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 24 Nov 2013 12:48 PM |
| Just weld it 16 * 5 studs away? |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 24 Nov 2013 01:58 PM |
@cnt
That doesn't delay it's position time-wise, that just puts it 160 studs away |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 24 Nov 2013 02:07 PM |
I know of a way, but I don't know how to do it...
I need to record the position of the torso, and those recordings last for 5 seconds, then are replaced. I'm thinking this:
I will need 100 X, 100 y, and 100 z recorders(to recore the position of the torso every 0.05 seconds) And a script
I will use this... I will go see if this idea of mine works |
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Thaeh
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| Joined: 05 Feb 2011 |
| Total Posts: 7685 |
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| 24 Nov 2013 02:15 PM |
| shouldn't a chase script with a simple wait() do the trick? |
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TheJKM98
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| Joined: 20 Dec 2010 |
| Total Posts: 511 |
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| 24 Nov 2013 02:22 PM |
| Well, think about it, if the player cuts a sharp corner and a wall, the brick will be stuck in the wall |
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Thaeh
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| Joined: 05 Feb 2011 |
| Total Posts: 7685 |
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| 24 Nov 2013 02:24 PM |
| you could use a pathfinding algorithm for that. |
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