Dwarlon
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| Joined: 18 Jul 2013 |
| Total Posts: 4604 |
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| 10 Aug 2014 06:36 PM |
Make place
make parts smoothplastic
play game
studs/welds invisible
help pls |
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notfruit
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| Joined: 21 Sep 2012 |
| Total Posts: 1386 |
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| 10 Aug 2014 06:38 PM |
Make a script that says
For _, child in pairs(Workspace:GetChildren()) do Child.Parent = nil End
And save changes :) |
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Dwarlon
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| Joined: 18 Jul 2013 |
| Total Posts: 4604 |
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| 10 Aug 2014 06:42 PM |
| Funny thing is is that you wrote that wrong, lol |
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| 10 Aug 2014 06:43 PM |
| This isnt even about scripting, nor is it an actual problem. |
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Dwarlon
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| Joined: 18 Jul 2013 |
| Total Posts: 4604 |
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| 10 Aug 2014 06:45 PM |
maybe i should have reworded my question:
Is smoothplastic supposed to remove studs/welds |
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| 10 Aug 2014 06:46 PM |
| Obviously, its a completely different surface type |
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Infocus
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| Joined: 28 Apr 2011 |
| Total Posts: 8022 |
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| 10 Aug 2014 06:52 PM |
Here run this:
Smooth = function(targ) for _, v in pairs (targ:GetChildren()) do if v:IsA("BasePart") then v.TopSurface, v.BottomSurface, v.FrontSurface, v.BackSurface, v.RightSurface, v.LeftSurface = 10,10,10,10,10,10 else Smooth(v) end end end; Smooth(workspace)
--Note that this may not work because I'm testing a recursive way of iterating. If it doesn't find any BasePart, then it iterates through let's say a model and runs it idk |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 10 Aug 2014 07:07 PM |
Sensei, SmoothPlastic is a texture, and Studs is a SurfaceType.
It's not supposed to, but for some reason it does. Try using Metal, whhich is the most similar. |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 10 Aug 2014 07:09 PM |
You can have a plastic brick with studs on it, just like you can have welds on a SmoothPlastic brick.
They're two separate properties. |
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blockoo
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| Joined: 08 Nov 2007 |
| Total Posts: 17202 |
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| 10 Aug 2014 07:42 PM |
| ROBLOX added support for a legacy feature, which is a miracle in itself. You can't expect much. Though I find this annoying as well. |
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| 10 Aug 2014 08:12 PM |
"For _, child in pairs(Workspace:GetChildren()) do Child.Parent = nil End"
It would be:
for _,child in pairs(workspace:GetChildren()) do child.Parent:Destroy() end
Also that would result in error because you cannot destroy terrain, so this is an easy fix:
for _,child in pairs(workspace:GetChildren()) do pcall(function() child.Parent:Destroy() end) end
or:
for _,child in pairs(workspace:GetChildren()) do if not child:IsA"Terrain" then child.Parent:Destroy() end end
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