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| 23 Nov 2013 09:58 AM |
| So i'm making a game, it has different maps, I need a script, that every amount of time the map will change, any of you know one? |
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NODTIME
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| Joined: 24 Oct 2012 |
| Total Posts: 5393 |
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| 23 Nov 2013 09:59 AM |
I think gamer101 made something like that ? Or was it random terrain ? |
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| 23 Nov 2013 10:03 AM |
whats in it for me if i make it?
| Join EI: http://www.roblox.com/My/Groups.aspx?gid=946395 | |
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| 23 Nov 2013 10:07 AM |
| Credit in the desk, 100 r, (When I get it) |
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Enzo01234
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| Joined: 24 Mar 2011 |
| Total Posts: 6131 |
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| 23 Nov 2013 10:30 AM |
pull off a jc and go to free models ok
+1038 posts | Joined October 2010 ~ |
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Evetor
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| Joined: 04 Mar 2013 |
| Total Posts: 4217 |
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| 23 Nov 2013 10:33 AM |
| just move the maps from lighting to workspace |
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GGGGG14
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| Joined: 29 Jan 2012 |
| Total Posts: 25344 |
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| 23 Nov 2013 10:34 AM |
local m = game.Workspace:GetChildren() for i = 1, #m do if m[i]:IsA("Model") and m[i].Name == "Model 1" then wait(100) m[i]:Destroy() wait() game.Lighting["Model 2"]:Clone().Parent = game.Workspace wait(100) game.Workspace["Model 2"]:Destroy() wait() game.Lighting["Model 3"]:Clone().Parent = game.Workspace wait(100) game.Workspace["Model 3"]:Destroy() --[[ etc.... ]] |
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GGGGG14
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| Joined: 29 Jan 2012 |
| Total Posts: 25344 |
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| 23 Nov 2013 10:34 AM |
| I gave you a bad way to do it, but i was too lazy to do anything else. |
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| 23 Nov 2013 02:31 PM |
| Thanks, I still appreciate your help. |
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