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Re: Custom Grab hopperbin script?

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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 12:31 AM
See, the ordinary hopper bin Grab tool let's you take any unlocked part and drag it wherever... But in my place, each player only has control of their own parts, so having a grab tool that lets you move all of the other players' parts isn't very good. See, I have another tool that inserts a part into Workspace, and its name is the player's name, then Part. So, for example, if you were Bob, the name would be "Bob's Part." The script I made lets me move the parts I own, though the problem is that it doesn't move them...correctly. The ordinary move tool slides the part across the surface that the part is over, while this one slowly pulls it into the air if you keep the button down on it. Could you guys help me to figure out how to make it slide across a surface rather than move randomly out of control? Here is the script:

blah = false
script.Parent.Selected:connect(function(mouse)
mouse.Button1Down:connect(function()
blah = true
print("mouse was pushed down")
end)
mouse.Button1Up:connect(function()
blah = false
print("mouse was let up")
end)
while wait(0.01) do
if blah == true then
if mouse.Target then
if mouse.Target.Name:find("'") then
if mouse.Target.Name:sub(1, mouse.Target.Name:find("'")-1) == script.Parent.Parent.Parent.Name then
if mouse.Target.Locked == false then
mouse.Target.Position = mouse.Hit.p
end
end
end
end
end
end
end)

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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 12:45 AM
Wow, Scripting Helpers is really slow after midnight. I guess I'll bump this thread at noon or so. Hopefully I remember.

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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 01:00 AM
There seems to be some activity... I'm going to do one final bump, then go to bed. Hopefully there's a response or two by the time I check after I wake up.

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amazingmoney5 is not online. amazingmoney5
Joined: 26 Apr 2011
Total Posts: 1082
28 Dec 2013 01:00 AM
well uh
what i would do
but because im really tired, i cant (sorry)
is make a ray
have the ray ignore the mouse's target,
set the target's position to whatever the ray hits,
the only problem with this is that the ray hits on the surface of a part,
so setting the position to the position the ray hits would put half the block inside the object the ray hits, and half out,
there is probably some math that can fix that, but i never really was good with positions and whatnot
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amazingmoney5 is not online. amazingmoney5
Joined: 26 Apr 2011
Total Posts: 1082
28 Dec 2013 01:17 AM
ok..
here's an idea
Get the region3 of the object the ray hits
get the size of the target which is selected
halve the values
take the coordinates of the target
add and subtract to each dimension of the object's coordinates by the half values
check if the coordinates would intercept the region3
this could be a pretty huge offset to where the mouse is point though so you should try and find a more efficient way of doing it
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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 06:54 PM
I'd rather have a more efficient way. I would've bumped this thread earlier, but I decided I'd rather not... But now I do. So let's see....what do you guys think would help? If you have a wiki page or something to help out, please post it. I'm not looking for you to make the script, I just want ideas.

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travddm is not online. travddm
Joined: 29 Mar 2012
Total Posts: 926
28 Dec 2013 07:01 PM
The reason the target is floating up is because your mouse.Hit.p is the position, on the surface, of your target... I believe that you'd have to make the target locked while you are grabbing it, I am not completely sure though.
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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 07:14 PM
@trav, I understand why it's floating up, though locking it would just make it impossible to move, since the while true do loop makes sure it's locked every 0.01 seconds...

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Thaeh is not online. Thaeh
Joined: 05 Feb 2011
Total Posts: 7685
28 Dec 2013 07:15 PM
have you even tried searching for a working drag cool then just modify it
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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 07:21 PM
@thaeh,
1. No
2. I'm making my own script, I just require a well-written idea
3. There already is a HopperBin drag tool, though it can't be modified. I imagine no one would make a free model of something that you can easily acquire through pressing a button in the properties of a HopperBin.

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1cooldude361 is not online. 1cooldude361
Joined: 13 Mar 2010
Total Posts: 4403
28 Dec 2013 07:23 PM
Wait, yes I have. It was when I first got the idea. I was like, "Man, making a custom drag tool is gonna be challenging, maybe I could find one and change it?" and it just so happened that all I could find were the GameTool and Grab HopperBins .

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Thaeh is not online. Thaeh
Joined: 05 Feb 2011
Total Posts: 7685
28 Dec 2013 08:49 PM
i'm pretty sure the game tools are open source. it had something to do with their links used in the linkedsource property of the scripts.

if you search hard enough, you might find the one for the drag tool then just modify it. i'm pretty REALLY sure that the sandbox guy did this.
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