NotAshley
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| Joined: 16 Jan 2014 |
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| 18 Feb 2015 11:46 PM |
I'm talking about weapons manually built with script builder compatible LocalScripts, controlled by HopperBins, limbs animated with welds and CFrame interpolation, as well as effects and particles created from parts & meshes instead of ROBLOX's default effects. No default animation objects, no bodymover objects, just anchored parts animated with frame by frame with all kinds of CFrame and Vector3 math. Usually contains very exaggerated DBZ-esque sound and visual effects and a common "magic" theme.
There seems to be a very small community for this type of scripting, consisting of very few people who actually make worthwile weapons, and the majority of people in it merely collect and copy/paste other people's scripts into script builder games. They often get stolen and leaked, and there's leak dumps and stuff with scripts containing sometimes over 3k+ lines of code. The most popular people I can list who make this type of tools are Fenrier, Turdulator, HylianLegend, and Qaeo. They all seem to know each other and share functions and algorithms with each other that are designed for this type of scripting.
I've picked up lots from looking at leaks and talking with other people. I'm wondering how many of you create these type of things, and if I should make a sort of guide or tutorial for people who don't, since it seems kind of obscure and unexplored. |
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Argelius
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| Joined: 19 Jul 2010 |
| Total Posts: 4047 |
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| 18 Feb 2015 11:50 PM |
| Are you talking about the scripts that were only mainstream when DLL injecting was popular? Aside from that malicious use, they are cool scripts. A guide/tutorial would definitely interest me.. |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 18 Feb 2015 11:51 PM |
| The weapons in Strife by Fenrier are a good example, and is probably the first game using them to get really popular (aside from Legends Arena 3 by HylianLegend, but it's old and Strife is a lot more advanced) |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 18 Feb 2015 11:52 PM |
"Are you talking about the scripts that were only mainstream when DLL injecting was popular?"
Pretty much. That widely used scythe script is a great example. |
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Argelius
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| Joined: 19 Jul 2010 |
| Total Posts: 4047 |
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| 19 Feb 2015 12:10 AM |
| I'm interested to see how they accomplished such smooth animations before Roblox's animation editor even existed. |
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NotAshley
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| Joined: 16 Jan 2014 |
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| 19 Feb 2015 12:12 AM |
| It's done frame by frame using loops. A CFrame interpolator lets you get 2 CFrame positions, then automatically create keyframes between them and run a for loop to jump between them every fraction of a second. If you weld the character right, you can use CFrame.Angles on the C0 or C1 with a CFrame interpolator to animate the limbs. |
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NotAshley
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mew903
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| Joined: 03 Aug 2008 |
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| 19 Feb 2015 04:49 PM |
I'm not so proud to admit that I made quite a few of weapons like this in my legacy years
with all of the new deprecations and newly available C-sided functions, the glorious script builder tools of 2010-2013 are completely irrelevant. even I once thought that coding this way was cool and fun but as I matured so did the functionality of my SB weapons, and now barely any of them work.
you should, by no means, want to code this way in this day and age. it's too time consuming and will break with updates. not only that but you'll have an even harder time getting them to work with filteringenabled
and finally, hopperbins should no longer be used. support for them is withering away. they're only here so the old games that still work won't totally break.
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"I'm interested to see how they accomplished such smooth animations before Roblox's animation editor even existed."
if you want to see some of my atrocities from 2010-2013 feel free to ask
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what you should do:
-use the animation editor for animations; they're distributed when filtering is on -use csg for creating nxtlvl tool handles, eliminates the lag that welds create -upload your own sounds or use user-created sounds instead of using roblox stocksounds, just usually sounds better -use tools with handles. seriously the best thing to do. seriously.
these allow you to:
-not have to rig up laggy fake bodies so weld animations will replicate (but won't anyways if filtering is on) -not create super laggy weld based mechanisms -not use super laggy animation/interpolation methods to move your welds smoothly that in most cases don't replicate
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Argelius
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| Joined: 19 Jul 2010 |
| Total Posts: 4047 |
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| 20 Feb 2015 02:42 PM |
"the glorious script builder tools of 2010-2013 are completely irrelevant"
You missed the point. When Roblox doesn't have APIs or tools for something you want to do, you have to make them yourself, so seeing how other people have done that in the past is a good learning experience.
For the same reason that elementary school students do long division on paper when that's "irrelevant" because calculators were invented 50 years ago. |
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mew903
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| Joined: 03 Aug 2008 |
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| 21 Feb 2015 04:41 PM |
| It's like you didn't even read my post moron |
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Argelius
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| Joined: 19 Jul 2010 |
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| 21 Feb 2015 05:15 PM |
| It's like you're too lazy to form a proper counterargument and you'd rather use blatant insults |
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Argelius
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| Joined: 19 Jul 2010 |
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| 21 Feb 2015 05:22 PM |
| My only point is that no matter how outdated it may be, it took creativity and ingenuity to create therefore it can be learned from |
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Argelius
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| Joined: 19 Jul 2010 |
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| 21 Feb 2015 05:27 PM |
| And if you can prove to me that that Roblox's animation editor is somehow open source, then I will give up my argument but to my knowledge it isn't. |
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mew903
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| Joined: 03 Aug 2008 |
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| 21 Feb 2015 08:59 PM |
You're arguing with me like I wasn't doing everything you mentioned by the time you joined roblox.
Also, once you install a plugin, the source is available in your \AppData\Roblox\ folder. It's 100% open source. |
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| 21 Feb 2015 09:37 PM |
If you're interested, I've got a pretty nice tool framework set up. It makes animating tools with the animation editor fairly easy, plus works well with multi-part tools.
⬡ |
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mew903
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| Joined: 03 Aug 2008 |
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| 22 Feb 2015 02:17 PM |
More clarification for Arg:
The RBXM file for the plugin code should be stored in: %APPDATA%\..\Local\Roblox\InstalledPlugins\144373835
Open it in Studio by going to Model -> Model (Under Advanced) And the code is in the "Editor" script. |
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Argelius
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| Joined: 19 Jul 2010 |
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| 22 Nov 2015 12:25 PM |
| I wish someone could teach me how to do this... |
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| 22 Nov 2015 02:33 PM |
| Most of Roblox's plugins are encrypted/obfuscated |
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DrHaximus
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| Joined: 22 Nov 2011 |
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cntkillme
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| Joined: 07 Apr 2008 |
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NotAshley
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| Joined: 16 Jan 2014 |
| Total Posts: 14257 |
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| 22 Nov 2015 03:37 PM |
| This thread is from 9 months ago, so.. |
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