devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 22 Dec 2014 04:57 PM |
I need to make a script where when a player joins or dies, he spawns at 1 of 4 spawnlocations but he needs to be cframed to it because it's in a low ceiling. The issue is that I need to make it so that when 15 people would respawn, the script doesn't freak out and they need to be able to spawn in eachother instead of on top. Help? |
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| 22 Dec 2014 05:01 PM |
| I guess you could make them cancollide false?? |
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Photonics
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| Joined: 14 Feb 2010 |
| Total Posts: 26773 |
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| 22 Dec 2014 05:02 PM |
| Just make the area taller? |
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devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 22 Dec 2014 05:04 PM |
math.randomseed(tick())
Spawns = {spawn1,spawn2, spawn3, spawn4}
game.Players.PlayerAdded:connect(function(plr) repeat wait() until plr.Character ~= nil plr.Character.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0)
plr.Died:connect(function() repeat wait() until plr.Character ~= nil plr.Character.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0) end)
end)
idk about the players inside eachother issue though |
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devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 22 Dec 2014 05:05 PM |
I can't make it taller in this game, it's gotta be the height it is.
And idk how to make them cancollide = false until they aren't touching a humanoid |
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| 22 Dec 2014 05:10 PM |
game.Players.PlayerAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) char.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0)
char.Humanoid.Died:connect(function() repeat wait() until plr.Character ~= nil plr.Character.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0) end)
end)
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| 22 Dec 2014 05:12 PM |
math.randomseed(tick())
Spawns = {spawn1,spawn2, spawn3, spawn4}
game.Players.PlayerAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) char.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0)
char.Humanoid.Died:connect(function() repeat wait() until plr.Character ~= nil char.Torso.CFrame = game.Workspace[Spawns[math.random(1,4)]].CFrame * Vector3.new(0,3,0) end)
end)
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devTools
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| Joined: 06 Sep 2014 |
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devTools
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| Joined: 06 Sep 2014 |
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| 22 Dec 2014 05:17 PM |
| Oh I needed plr.Character.Humanoid.Died |
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devTools
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| Joined: 06 Sep 2014 |
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devTools
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| Joined: 06 Sep 2014 |
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vacharya
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| Joined: 06 Jan 2011 |
| Total Posts: 511 |
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| 22 Dec 2014 05:39 PM |
| Maybe move the spawn a predetermined distance one a player spawns on it. Like 2 units left then after another player spawns on it move it back again. |
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devTools
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| Joined: 06 Sep 2014 |
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| 22 Dec 2014 05:41 PM |
| So moving spawns? Or just a ton of small ones? |
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devTools
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| Joined: 06 Sep 2014 |
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devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 22 Dec 2014 05:47 PM |
| What is the problem that you're having? |
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devTools
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| Joined: 06 Sep 2014 |
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| 22 Dec 2014 05:49 PM |
| I want the players to spawn in eachother without glitching, so like they need to either be cancollide in eachother or have a ton of little spawns |
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vacharya
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| Joined: 06 Jan 2011 |
| Total Posts: 511 |
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| 22 Dec 2014 06:03 PM |
1.make tiny spawns 2. put them into a table 3. remove the spawn after player spawns into that spawn
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devTools
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| Joined: 06 Sep 2014 |
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| 22 Dec 2014 06:12 PM |
| Issue with that is that I need the spawns again if they die, so I think I'll make a table of all the players and I will assign one spawn to each player and they will go there when they die or join. |
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| 22 Dec 2014 06:16 PM |
or o ROORRRRR ORRRRRRRRRRRR
Make them move forward 2 studs when they spawn
game.Players.PlayerAdded:connect(function(player) local char = player.Character local bp = Instance.new("BodyPosition",char.Torso) bp.position = char.Torso.Position + Vector3.new(2,0,0) wait(2) char.Torso.BodyPosition:Destroy() end end) |
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devTools
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| Joined: 06 Sep 2014 |
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| 22 Dec 2014 06:23 PM |
| That would mean that all the players move forward 2 studs and glitch af with it |
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