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| 10 Feb 2014 07:14 PM |
Formed in front of you wherever you go
Like you use a key input to make a brick pop up when you press B
like this
local cooldown = false function Snakebite() local brick = Instance.new("Part") brick.Parent = game.Workspace brick.Name = "Venom" brick.Size = Vector3.new(10,10,10) brick.BrickColor = BrickColor.Green() end local tool = script.Parent tool.Selected:connect(function(mouse) mouse.KeyDown:connect(function(key) if key == "b" and (not cooldown) then cooldown = true print("The poison is sinking into our victim!") Snakebite() wait(4) --Cooldown time for "Snakebite" cooldown = false end end) end)
then the brick appears where you spawn (without the spawnpoints) every single time, how would we make it so that it appears in front of you every time like in the direction you face? |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 07:20 PM |
I'm pretty sure you need to do this
local cooldown = false function Snakebite() local brick = Instance.new("Part") brick.Parent = game.Workspace brick.Name = "Venom" brick.Size = Vector3.new(10,10,10) brick.BrickColor = BrickColor.Green() brick.CFrame = game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * CFrame.new(0,0,-3) end local tool = script.Parent tool.Selected:connect(function(mouse) mouse.KeyDown:connect(function(key) if key == "b" and (not cooldown) then cooldown = true print("The poison is sinking into our victim!") Snakebite() wait(4) --Cooldown time for "Snakebite" cooldown = false end end) end) |
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| 10 Feb 2014 07:44 PM |
17:43:52.332 - attempt to multiply a Vector3 with an incompatible value type or nil; returning new zero-vector 17:43:52.333 - Players.Player1.Backpack.PoisonMagic.Magic:8: bad argument #3 to 'CFrame' (CFrame expected, got userdata)
that's what I got when I tried your suggestion, worked once
broke after |
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| 10 Feb 2014 07:47 PM |
take off the "lookVector" part thing.CFrame = otherthing.CFrame*CFrame.new(0,0,1)-- it might be "-1" not one,but try it anyway |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 07:50 PM |
| wait so it broke when you tried to do it again or right after it spawned? |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 07:51 PM |
@island
it wont put it in front of his torso |
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| 10 Feb 2014 07:53 PM |
behind then? ik it works.. try this p1 = Instance.new("Part",Workspace) p2 = Instance.new("Part",Workspace) p1.CFrame = p2.CFrame*CFrame.new(0,0,2) |
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| 10 Feb 2014 07:53 PM |
it worked but spawned at the same place didnt spawn in front of me
all it did was break after |
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| 10 Feb 2014 07:55 PM |
oop,forgot p1.Position = Vector3.new(0,0,5) p2.Position = Vector3.new(0,0,10) so theyre not attached.. |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 08:00 PM |
@island
It wont spawn in front of him
Torso.CFrame.lookVector is which way his torso is looking |
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lolb3
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| Joined: 16 Jan 2010 |
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| 10 Feb 2014 08:02 PM |
| yet CFrame uses a part's local space. logic pls ^ |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 08:04 PM |
@lol
But he still wants it to face the direction of the player |
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lolb3
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| Joined: 16 Jan 2010 |
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| 10 Feb 2014 08:08 PM |
| yes.. CFrame uses local space |
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| 10 Feb 2014 08:10 PM |
lol,if u try to use .lookVector and CFrame itll error,because ur trying to set a vectorvalue to a cframe,which doesn't work |
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solvar
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| Joined: 22 May 2011 |
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| 10 Feb 2014 08:10 PM |
| Alright so if waht @lol says works then try it take out the lookVector |
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| 10 Feb 2014 08:16 PM |
| nevermind, slight problem with a big brick like this, it appears to kind of sink into the baseplate and doesn't seem to move (which I'm trying to make launch with bodythrust) |
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solvar
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cntkillme
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| Joined: 07 Apr 2008 |
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| 10 Feb 2014 08:28 PM |
Why do people make it harder than it has to be?
local studsInFront = 10 local cframe = part.CFrame
local newCFrame = cframe * CFrame.new(0, 0, -studsInFront)
newCFrame is 'studsInFront' studs in front of 'newCFrame' |
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| 10 Feb 2014 08:46 PM |
yeah...what cnt said:3 that's what I was kinda trying to say,but..idk
on a side note,heres a random brick spawner!
wont let me post... ugh... ill just make it a FM http://www.roblox.com/RandomBrickMaker-item?id=145773860 |
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solvar
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| Joined: 22 May 2011 |
| Total Posts: 149 |
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| 10 Feb 2014 08:51 PM |
| But there is a slight problem @cnt if his character was up against the wall he could shoot thru walls! idk if he wants this but yeah i know i wouldnt |
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| 10 Feb 2014 08:52 PM |
| that's true,but no matter what,it will still do that |
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| 10 Feb 2014 08:52 PM |
lol, for some reason the script cnt gave me doesn't work
probably because I derped it up |
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Bebee2
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| Joined: 17 May 2009 |
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| 10 Feb 2014 08:54 PM |
Did you set the CFrame to newCFrame?
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cntkillme
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| Joined: 07 Apr 2008 |
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| 10 Feb 2014 11:33 PM |
You could just use raycasting in a length of the offset in front of the current cframe to see if anything is in the way.
So you may have something like this:
local studsInFront = 10 local cframe = workspace.Part.CFrame local newcframe = cframe * CFrame.new(0, 0, -studsInFront)
if workspace:FindPartOnRay(Ray.new(cframe.p, (newcframe.p - cframe.p)), workspace.Part) then print("Something is in the way") else workspace.Part.CFrame = newcframe print("Success") end |
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