devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 09:24 AM |
I found this idea on the Scripters subforum.
Basically, instead of only making unions by manually selecting the bricks and clicking union, we could have a script to union or negate things. Negate could be added to the properties of a brick as a bool value. Here would be an example:
game.Workspace.Part:Union(game.Workspace.Part2) > So you find the part, then call an event 'Union' and in the parentheses you put the brick that you are unioning it with. This would allow for multiple bricks, and this below could work too:
for i,v in pairs(game.Workspace:GetChildren()) do game.Workspace.Part:Union(v) end > That would union every brick in workspace together.
For negating things, we could do this: game.Workspace.Part.Negate = true Simple as that.
We would also need a method to separate it, so we could do this: game.Workspace.Union1:Separate() Simple as that.
Do you like this? If so, please post a support below! Any ideas to improve it? Post them!
|devTools || get out me mooms car broom broom | |
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| 11 Jan 2015 09:26 AM |
a potato flew around my room before u came
support lol
scripters forum #1st post |
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Dicentium
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| Joined: 28 Aug 2011 |
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| 11 Jan 2015 10:35 AM |
improve idea:
use tables and services
in an union, there's no priority between part 1 and part 2 at all |
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| 11 Jan 2015 10:50 AM |
I love to script unions......
Anyways support! |
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Kyuro
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| Joined: 03 Sep 2012 |
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| 11 Jan 2015 11:06 AM |
Sounds good, but "Negate" isn't a variable of "brick". It should be :Negate() |
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Hydrablox
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| Joined: 03 Nov 2009 |
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| 11 Jan 2015 11:21 AM |
| We need API's to do CSG operations with scripts! |
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devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 04:01 PM |
@kyuro "Negate could be added to the properties of a brick as a bool value."
We would have it added. |
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| 11 Jan 2015 04:05 PM |
1/2 Support. I would love to have that implemented, but there the lag would increase intensly... Especially if you made something like a gun make negating bullets which made holes in walls etc. But, it would be fun to experiment. Maybe, we could have it like DataStore. We would have a union limit. |
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devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 07:32 PM |
@power Well, doing negates for bullets would mean that they look red in mid air and the first brick it touches would have to union to it. Unions really don't cause more lag though. |
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Kyuro
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| Joined: 03 Sep 2012 |
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| 11 Jan 2015 07:34 PM |
@Dev Most times these days we just have bullets be invisible so I don't think it would matter either way. Also, a lot of guns use raycasting so the bullets being actual propelled objects may not even be considered up-to-date anymore. |
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devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 07:35 PM |
| True but it'd be cool for a bullet to makes holes in buildings lol. |
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| 11 Jan 2015 07:37 PM |
OMG SUPPORT. But it should be game.Workspace.Part:Union(game.Workspace.Part, game.Workspace.OtherPart) And same with Negate and Seperate
Please take this model - http://web.roblox.com/Dead-dogicorn-item?id=202541510 |
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devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 07:39 PM |
| The issue with doing separate that way would be that when you union something, it all goes into one 'Part' named 'Union', so it couldn't find individual part names and remove them from the union. Also, negate seems like it could easily be a property of a part since it only changes that individual part. You could just as easily set multiple part's negate property to true. |
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| 11 Jan 2015 07:40 PM |
Support.
~[Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~ |
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Nyxis
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| Joined: 15 Nov 2012 |
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| 11 Jan 2015 08:16 PM |
Support.
Guns could realistically make holes in parts. |
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devTools
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| Joined: 06 Sep 2014 |
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| 11 Jan 2015 11:51 PM |
Bump
|| devTools | get out me mooms car | broom broom || |
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| 12 Jan 2015 08:39 AM |
Support.
~[Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~ |
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TixPile
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| Joined: 25 Jun 2013 |
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| 12 Jan 2015 08:48 AM |
| kinda support, but with guns making holes can just destroy the entire place. |
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devTools
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| Joined: 06 Sep 2014 |
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| 12 Jan 2015 09:06 AM |
@Tix, true but what if the holes refilled after like 5 seconds? You could do this by separating and then deleting the bullet.
|| devTools | get out me mooms car | broom broom || |
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| 12 Jan 2015 09:50 AM |
Using bullets to make holes is the dev's choice.
~[~Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~ |
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| 12 Jan 2015 10:04 AM |
| Support. I can already imagine the possible collision damage and crafting systems that could be made if this was added. |
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| 12 Jan 2015 10:32 AM |
--Manual Union
local Union = Instance.new("Union") Union.C0 = game.Workspace:FindFirstChild("Part0") Union.C1 = game.Workspace:FindFirstChild("Part1") --You can add more, continuing like "Union.C2" etc.
--Simple Union --Could be a rough sketch on how you could make a gun make holes
game.Workspace.Bullet.Touched:connect(function(other) if other == "Part" then game.Workspace.Bullet:Negate() other:Union(game.Workspace.Bullet, other) wait(5) other:Seperate() end)
--This would make lots of lag in the server, I would make this client sided.
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devTools
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| Joined: 06 Sep 2014 |
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| 12 Jan 2015 12:23 PM |
| Yeah I agree that is nice, but it would be 'if other.isA("Part") then' |
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