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Re: Scriptable Unions (Suggestion)

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devTools is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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TheRobloxian909 is not online. TheRobloxian909
Joined: 08 Aug 2013
Total Posts: 2444
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 is not online. Dicentium
Joined: 28 Aug 2011
Total Posts: 18560
11 Jan 2015 10:31 AM
Yay my idea

Support
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ArcticSorcery is not online. ArcticSorcery
Joined: 19 Aug 2009
Total Posts: 4761
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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MeltedGentleman is not online. MeltedGentleman
Joined: 29 Jun 2013
Total Posts: 931
11 Jan 2015 10:50 AM
I love to script unions......

Anyways support!
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Kyuro is not online. Kyuro
Joined: 03 Sep 2012
Total Posts: 5800
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 is not online. Hydrablox
Joined: 03 Nov 2009
Total Posts: 1874
11 Jan 2015 11:21 AM
We need API's to do CSG operations with scripts!
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devTools is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
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 is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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 is not online. Kyuro
Joined: 03 Sep 2012
Total Posts: 5800
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 is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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cpmoderator12345 is not online. cpmoderator12345
Joined: 26 Jan 2013
Total Posts: 15651
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 is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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DominusPrimus is not online. DominusPrimus
Joined: 24 Oct 2013
Total Posts: 878
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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darkshadow5 is not online. darkshadow5
Joined: 10 Jan 2009
Total Posts: 26
11 Jan 2015 07:41 PM
Support you.
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Nyxis is not online. Nyxis
Joined: 15 Nov 2012
Total Posts: 3374
11 Jan 2015 08:16 PM
Support.

Guns could realistically make holes in parts.
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devTools is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
11 Jan 2015 11:51 PM
Bump


|| devTools | get out me mooms car | broom broom ||
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DominusPrimus is not online. DominusPrimus
Joined: 24 Oct 2013
Total Posts: 878
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 is not online. TixPile
Joined: 25 Jun 2013
Total Posts: 7310
12 Jan 2015 08:48 AM
kinda support, but with guns making holes can just destroy the entire place.
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devTools is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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DominusPrimus is not online. DominusPrimus
Joined: 24 Oct 2013
Total Posts: 878
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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robloxking240 is not online. robloxking240
Joined: 19 Aug 2010
Total Posts: 7049
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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powerhotmail123 is not online. powerhotmail123
Joined: 11 Apr 2011
Total Posts: 5041
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 is not online. devTools
Joined: 06 Sep 2014
Total Posts: 7950
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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