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| 25 Feb 2015 06:51 PM |
Won't load the brick town D:
local i = workspace.BrickTown:GetChildren() i.Transparency = 0 i.CanCollide = true i.Anchored = true |
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| 25 Feb 2015 06:53 PM |
nor does --named all the parts Part :c
local i = workspace.BrickTown:GetChildren('Part') i.Transparency = 0 i.CanCollide = true i.Anchored = true |
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GreedTaka
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| Joined: 12 Dec 2014 |
| Total Posts: 1503 |
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| 25 Feb 2015 06:54 PM |
D@m how many problems do you have in one day...
local t = workspace.BrickTown:GetChildren() for i,v in pairs(t) do v.Transparency = 0 v.CanCollide = true v.Anchored = true end
-should work |
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| 25 Feb 2015 06:55 PM |
for __,i in next workspace.BrickTown:GetChildren() do if i.Name == 'Part' then i.Transparency = 0 i.CanCollide = true i.Anchored = true end |
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| 25 Feb 2015 06:56 PM |
for __,i in next, workspace.BrickTown:GetChildren() do if i.Name == 'Part' then i.Transparency = 0 i.CanCollide = true i.Anchored = true end
i forgot a comma, fixed it |
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| 25 Feb 2015 07:17 PM |
BUMP
(╯°□°)--︻╦╤─ - - - ( ͠° ͟ʖ ͡°) |
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GreedTaka
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| Joined: 12 Dec 2014 |
| Total Posts: 1503 |
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| 25 Feb 2015 07:18 PM |
local obj = workspace.BrickTown:GetChildren()
local function go() for _,v in pairs(obj:GetChildren()) do if v:IsA("Part") then v.Transparency = 0 v.CanCollide = true v.Anchored = true end end end
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GreedTaka
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| Joined: 12 Dec 2014 |
| Total Posts: 1503 |
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| 25 Feb 2015 07:19 PM |
oops
local obj = workspace.BrickTown
local function go() for _,v in pairs(obj:GetChildren()) do if v:IsA("Part") then v.Transparency = 0 v.CanCollide = true v.Anchored = true
end end end |
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| 25 Feb 2015 07:26 PM |
Problem:
It doesn't load and it goes back to the top and does the intermission. then the map choosing then it repeats and blahblah blah. dont ork |
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| 25 Feb 2015 07:28 PM |
| Use thr last script given, and call go() |
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GreedTaka
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| Joined: 12 Dec 2014 |
| Total Posts: 1503 |
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| 25 Feb 2015 07:30 PM |
local obj = workspace.BrickTown
local function go() for _,v in pairs(obj:GetChildren()) do if v:IsA("Part") then v.Transparency = 0 v.CanCollide = true v.Anchored = true end end end go() -- like dis |
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| 25 Feb 2015 08:48 PM |
umg it wworks.
How would I detect which map was chosen and load it tho? |
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GreedTaka
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| Joined: 12 Dec 2014 |
| Total Posts: 1503 |
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| 25 Feb 2015 08:51 PM |
| bro values and more values |
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GreedTaka
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| Joined: 12 Dec 2014 |
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| 25 Feb 2015 08:52 PM |
if-- map1 was chosen-- then game.ServerStorage.Map.Value = "1" end
then you can access the from another script |
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| 25 Feb 2015 08:57 PM |
if I were to use this how would I detect which map was chosen?:
maps = { "2008 Labs", "Brick Town", "Lighthouse" } local he = Instance.new('Hint',workspace) he.Text = "Choosing Random Map..." wait(2) for i = 1, #maps do he.Text = "Map Chosen! Map: "..maps[i] wait(5) he:Destroy()
also this only picks the first one. Halp? |
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GreedTaka
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| Joined: 12 Dec 2014 |
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| 25 Feb 2015 09:11 PM |
| rofl ill get back to you on that |
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| 25 Feb 2015 09:23 PM |
| for i,v in pairs(game.Workspace.BrickTown:GetChildren()) do v.Transparency = 0 v.CanCollide = true v.Anchored = true end |
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| 25 Feb 2015 09:26 PM |
| @Alliance Scroll up a few posts. That's what I need |
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iPremiumZ
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| Joined: 23 Jan 2012 |
| Total Posts: 6834 |
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| 25 Feb 2015 09:32 PM |
maps = { "2008 Labs", "Brick Town", "Lighthouse" } local he = Instance.new('Hint',workspace) he.Text = "Choosing Random Map..." wait(2) for i = 1, #maps, 1 do he.Text = "Map Chosen! Map: "..maps[i] wait(5) he.Text = "Choosing Random Map..." wait(2) end |
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iPremiumZ
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| Joined: 23 Jan 2012 |
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| 25 Feb 2015 09:37 PM |
| But this also won't choose a random map if that's what you want, this is just gonna go down through the list... |
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| 25 Feb 2015 09:53 PM |
| If you play it you will understand my problems. |
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iPremiumZ
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| Joined: 23 Jan 2012 |
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| 25 Feb 2015 09:56 PM |
| what's wrong? I just tested it and it prints out the three maps in order |
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| 26 Feb 2015 01:33 PM |
| No no no.Just make this go down the list. I want it randomize, picked, and loaded the one picked. |
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