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| 02 Jan 2015 12:45 PM |
| I have been trying for hours. Does anyone know? I am trying to make the fan on a windmill spin, but it's a model and that makes it tougher. |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 02 Jan 2015 12:54 PM |
Yes because you just have to bump it after 6 minutes.
Or 6*60
360 seconds.... |
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| 02 Jan 2015 04:33 PM |
SetPrimaryPartCFrame
logic is logical |
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| 02 Jan 2015 07:16 PM |
| Oh thanks. I have no idea how to apply that. o3o |
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Tauritaar
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| Joined: 30 Dec 2012 |
| Total Posts: 1785 |
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| 02 Jan 2015 07:36 PM |
--for the sake of argument.
windmill = workspace.Windmill:GetChildren() while true do wait() for i = 1,#windmill do windmill[i]--put rotation info after this-- end end |
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| 02 Jan 2015 07:37 PM |
| @above lol, that would rotate every single part in place. gg nice try tho. |
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iiEssence
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| Joined: 18 Jun 2014 |
| Total Posts: 3467 |
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| 04 Jan 2015 12:00 PM |
| Oh my goodness please, can someone just help me out? I would be eternally greatful. (btw, the model is named FullFan) Thanks for trying to help up to this point though. |
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| 04 Jan 2015 12:01 PM |
SetPrimaryPartCFrame()
logic is logical |
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Dwarlon
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| Joined: 18 Jul 2013 |
| Total Posts: 4604 |
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| 04 Jan 2015 12:02 PM |
| OK SERISOULY JUST UNANCHOR IT WELD IT ALL USE A BODYPOSITION AND ROTATIONVELOCITY DONE |
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| 04 Jan 2015 12:33 PM |
| No such thing as rotation velocity. :) |
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listcross
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| Joined: 07 Mar 2009 |
| Total Posts: 1247 |
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| 04 Jan 2015 12:35 PM |
RotVelocity exists though... Anyways that's a clunky way to do things. Just make sure every part is joined in some way and then apply CFrame.Angles to any of the parts. |
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| 04 Jan 2015 12:36 PM |
| I am extremely glad that everyone is trying to help, but the thing is; I have hardly any idea how to actually put the stuff you're saying into a script. I can't script. I mean, I understand the very very basics, but none of this CFrame stuff. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 04 Jan 2015 01:44 PM |
EgoMoose gave me this back when :GetModelCFrame () wasn't deprecated, so I made the conversion using, as everyone else has been saying, GetPrimaryPartCFrame:
Model = workspace.Model function RotateModel(Model, Mid, Angles) for i, v in pairs(Model:GetChildren()) do if v:IsA("BasePart") then v.CFrame = Angles:toWorldSpace(Mid:toObjectSpace(v.CFrame)) end RotateModel(v, Mid, Angles) end end
local mid = workspace.Model:GetPrimaryPartCFrame() RotateModel(Model, mid, mid * CFrame.Angles(0, 0, .01))
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 04 Jan 2015 01:57 PM |
"No such thing as rotation velocity" Good troll 8/8 |
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| 04 Jan 2015 05:36 PM |
| I don't use GetModelCFrame(), but I use GetModelSize(). Is GetModelSize() deprecated? |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 04 Jan 2015 08:24 PM |
| Yeah, it's deprecated IIRC. |
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| 04 Jan 2015 08:25 PM |
| so then what do I use instead of it? |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 04 Jan 2015 08:28 PM |
| Well IDK why you would want the size but get the center of the model and get the biggest size components and now you have a cube! :) |
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| 04 Jan 2015 08:38 PM |
| I needed to get the size because I need to have the model entirely under ground so I can slowly move it up |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 04 Jan 2015 08:50 PM |
| Don't you only need the height for that :)? |
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LucasLua
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| Joined: 18 Jun 2008 |
| Total Posts: 7386 |
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| 04 Jan 2015 08:50 PM |
| You can still use GetModelSize however because it is depreciated (not deprecated) Roblox is saying it is old code and they aren't going to make sure new objects work with it (such as Unions and all those other modelling part types). It should still work with regular parts wedge parts, and corner wedge parts. |
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| 04 Jan 2015 09:14 PM |
@cnt
GetModelSize().Y
but it's deprecated
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