Aalok
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| Joined: 20 Jun 2014 |
| Total Posts: 1136 |
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| 16 Feb 2015 06:53 PM |
So I have two for loops, one iterating through a table and one numerical. I want to loop both of these using a while loop, and have both of the for loops running at the same time. How would I do this?
spawn(function() while char do p1, p2 = char.Torso.Position, floater.Position local dist = (p1 - p2).magnitude for i = 0, math.pi * 100, 0.05 do weld.C0 = CFrame.new(3.5 * math.sin(i), math.sin(tick()) * 1.5, 2.5 * math.cos(i)) weld.C1 = CFrame.Angles(math.cos(i), math.cos(i), 0) for i, v in pairs(rainbow) do floater.BrickColor = v s.RunService.RenderStepped:wait() end s.RunService.RenderStepped:wait() end end end) |
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| 16 Feb 2015 07:27 PM |
| If they have to be nested, then you can't have them running simultaneously. |
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Aalok
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| Joined: 20 Jun 2014 |
| Total Posts: 1136 |
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Aalok
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| Joined: 20 Jun 2014 |
| Total Posts: 1136 |
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Aalok
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| Joined: 20 Jun 2014 |
| Total Posts: 1136 |
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| 16 Feb 2015 08:17 PM |
Wait I had them nested? WOOPS!
--[[ PRISM: Protective Risk Identifier System --]]
local s = { Players = game:getService('Players'), Workspace = game:getService('Workspace'), RunService = game:getService('RunService'); } local plr = s.Players.LocalPlayer local char = plr.Character local p1, p2; local rainbow = { BrickColor.new('Really red'), BrickColor.new('Dusty rose'), BrickColor.new('Tr. Red'), BrickColor.new('Medium red'), BrickColor.new('Light pink'), BrickColor.new('Tr. Flu. Red'), BrickColor.new('Light purple'), BrickColor.new('Tr. Medi. reddish violet'), BrickColor.new('Light reddish violet'), BrickColor.new('Pastel orange'), BrickColor.new('Brick yellow'), BrickColor.new('Lig. Yellowich orange'), BrickColor.new('Light orange'), BrickColor.new('Nougat'), BrickColor.new('Light orange brown'), BrickColor.new('Bright orange'), BrickColor.new('Warm yellowish orange'), BrickColor.new('Light yellow'), BrickColor.new('Tr. Flu. Yellow'), BrickColor.new('New Yeller'), BrickColor.new('Tr. Flu. Green'), BrickColor.new('Lig. yellowish green'), BrickColor.new('Medium green'), BrickColor.new('Tr. Green'), BrickColor.new('Bright green'), BrickColor.new('Dark green'), BrickColor.new('Sand green'), BrickColor.new('Pastel green'), BrickColor.new('Light bluish green'), BrickColor.new('Turquoise'), BrickColor.new('Dove blue'), BrickColor.new('Medium blue'), BrickColor.new('Deep blue'), BrickColor.new('Really blue'), BrickColor.new('Navy blue'), BrickColor.new('Medium lilac'), BrickColor.new('Bright violet'), BrickColor.new('Magenta'), BrickColor.new('Lavender'), BrickColor.new('Sand violet'), BrickColor.new('Pastel orange'), BrickColor.new('Light reddish violet'), BrickColor.new('Tr. Medi. reddish violet'), BrickColor.new('Light pink'), BrickColor.new('Medium red'), BrickColor.new('Tr. Red'), BrickColor.new('Dusty rose') } local floater = Instance.new('Part', char) floater.formFactor = Enum.FormFactor.Custom floater.Size = Vector3.new(1.5, 1.5, 1.5) floater.Anchored = false floater.Transparency = 0.4 floater.Material = Enum.Material.SmoothPlastic floater.TopSurface, floater.BottomSurface = Enum.SurfaceType.Smooth, Enum.SurfaceType.Smooth floater.CanCollide = false local weld = Instance.new('Weld', floater) weld.Part0 = floater weld.Part1 = char.Torso spawn(function() while char do p1, p2 = char.Torso.Position, floater.Position local dist = (p1 - p2).magnitude for i = 0, math.pi * 100, 0.05 do weld.C0 = CFrame.new(3.5 * math.sin(i), math.sin(tick()) * 1.5, 2.5 * math.cos(i)) weld.C1 = CFrame.Angles(math.cos(i), math.cos(i), 0) s.RunService.RenderStepped:wait() end for i, v in pairs(rainbow) do floater.BrickColor = v s.RunService.RenderStepped:wait() end end end) |
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| 16 Feb 2015 09:20 PM |
If they aren't nested then you can simply use coroutines.
coroutine.resume(coroutine.create(function() for i = 0, math.pi * 100, 0.05 do weld.C0 = CFrame.new(3.5 * math.sin(i), math.sin(tick()) * 1.5, 2.5 * math.cos(i)) weld.C1 = CFrame.Angles(math.cos(i), math.cos(i), 0) s.RunService.RenderStepped:wait() end end)) coroutine.resume(coroutine.create(function() for i, v in pairs(rainbow) do floater.BrickColor = v s.RunService.RenderStepped:wait() end end)) |
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