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| 27 Sep 2015 08:07 AM |
I have a holo that has 18 maps, everytime i try to insert ANY gun into it, the guns don't work right. Theres one map that won't load.(the load script is right) Will taking maps away fix the gun problem? |
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PhiIIz
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| Joined: 08 Mar 2015 |
| Total Posts: 1079 |
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| 27 Sep 2015 08:08 AM |
"Will taking maps away fix the gun problem?"
What...
No, just fix your scripts. They're probably broken or inefficient. |
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Veloric
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| Joined: 24 Jul 2013 |
| Total Posts: 12668 |
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| 27 Sep 2015 08:09 AM |
hmm. very odd.
if it wouldnt be an issue may I see the gun scripts>
#code print("Throwing freezers at people that need to chill.") |
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| 27 Sep 2015 08:10 AM |
| the scripts work, plus they're pretty simple loading scripts |
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| 27 Sep 2015 08:13 AM |
| the gun scripts work, i tested them in the holo and out. Not even rcl guns work. |
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NOWAYOUT2
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| Joined: 24 Jul 2011 |
| Total Posts: 5556 |
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| 27 Sep 2015 08:13 AM |
| maybe if you showed us the scripts -.- |
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| 27 Sep 2015 08:15 AM |
| I TESTED MULTIPLE GUNS NONE WORKED IN HOLO ITS NOT THE GUN ITS THE HOLO |
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Veloric
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| Joined: 24 Jul 2013 |
| Total Posts: 12668 |
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| 27 Sep 2015 08:18 AM |
I'm trying to help you.
Let me see the scripts ffs >.<
#code print("Throwing freezers at people that need to chill.") |
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| 27 Sep 2015 08:20 AM |
| i cant go into studio rn track this thread |
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| 27 Sep 2015 08:22 AM |
You post this on the C&G forum section? Jeez, how many more of these irrelevant posts are going to be on a forum to do with clans and guilds?
{:- Frostium Legion - http://www.roblox.com/My/Groups.aspx?gid=1019757 -:} |
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| 27 Sep 2015 03:56 PM |
heres the map loading script
wait() local groupid = 2586946 local RankReq = 109 local Delimiter = "!" local Ting = false
local Maps = { ["ancient"] = true, -- (1 ["bloodbath"] = true, -- (2 ["canyon"] = true, -- (4 ["cargo"] = true, -- (5 ["cross"] = true, -- (6 ["crown"] = true, -- (7 ["darkside"] = true, -- (8 ["factory"] = true, -- (9 ["levels"] = true, -- (10 ["meadows"] = true, -- (11 ["mountains"] = true, -- (12 ["quarry"] = true, -- (13 ["remains"] = true, -- (14 ["skywalk"] = true, -- (15 ["trainyard"] = true, -- (16 ["valley"] = true, -- (17 ["village"] = true, -- (18 }
function TweenBlock(Part,CF,TweenTime,Construct) local oldCanCollide = Part.CanCollide if TweenTime == 0 then Part.CFrame = CF else local OldCF = Part.CFrame local NewCF = CF local Tick = 0 if Construct then Part.CanCollide = false end repeat Tick = Tick + wait() local Sin = math.sin(((Tick/TweenTime)/57.295779513082)*90) local Formula = CFrame.new(OldCF.p:Lerp(NewCF.p, Sin), OldCF.p:Lerp(NewCF.p, Sin) + OldCF.lookVector:Lerp(CF.lookVector, Sin)) Part.CFrame = Formula if Construct then Part.Transparency = 1 - Tick / TweenTime else Part.Transparency = Tick / TweenTime end until Tick > TweenTime Part.CFrame = CF if Construct then Part.Transparency = 0 if Part.Name == "ghost" or Part.Name == "DecalPart" or Part.Name == "Spawn" then --ghost = part with a light, DecalPart = part with a decal, Spawn = a spawn point Part.Transparency = 1 end Part.CanCollide = oldCanCollide else if #Part.Parent:GetChildren() == 1 and Part.Parent:IsA("Model") then Part.Parent:Destroy() else Part:Destroy() end end end end
function Construct(MODEL) for i,v in pairs(MODEL:GetChildren()) do if v:IsA("BasePart") then v.Transparency = 1 end end for i,v in pairs(MODEL:GetChildren()) do if v:IsA("BasePart") then wait() v.Anchored = true local OldCFrame = v.CFrame v.CFrame = v.CFrame + Vector3.new(math.random(-20, 20), math.random(-20, 20), math.random(-20, 20)) v.CFrame = v.CFrame * CFrame.Angles(math.random(-20, 20), math.random(-20, 20), math.random(-20, 20)) Spawn(function() TweenBlock(v, OldCFrame, 0.5, true) end) end end end
function Destruct(MODEL) for i,v in pairs(MODEL:GetChildren()) do if v:IsA("BasePart") then wait() v.Anchored = true local NewCFrame = v.CFrame NewCFrame = NewCFrame + Vector3.new(math.random(-20, 20), math.random(-20, 20), math.random(-20, 20)) NewCFrame = NewCFrame * CFrame.Angles(math.random(-20, 20), math.random(-20, 20), math.random(-20, 20)) Spawn(function() TweenBlock(v, NewCFrame, 0.5, false) end) end end end
game.Players.PlayerAdded:connect(function(Player) if Player:GetRankInGroup(groupid) >= RankReq or Player.Name:lower() == "HardCoreRecon" then Player.Chatted:connect(function(msg) if msg:sub(1,1)==Delimiter and Ting == false then Ting = true msg=msg:sub(2) local Seperates={} for match in string.gmatch(msg, "%w+") do Seperates[#Seperates+1]=match end if type(Seperates[1]) == "string" and type(Seperates[2]) == "string" and type(Seperates[3]) == "string" then if Seperates[1]:lower() == "tsf" or Seperates[1]:lower() == "computer" then if Seperates[2]:lower() == "load" or Seperates[2]:lower() == "start" then if game.ServerStorage:FindFirstChild(Seperates[3]) and Maps[tostring(Seperates[3])] then if #workspace.CurrentMap:GetChildren() ~= 0 then Destruct(workspace.CurrentMap:GetChildren()[1]) repeat wait(1) until #workspace.CurrentMap:GetChildren() == 0 workspace.CurrentMap:ClearAllChildren() end local newMapClone = game.ServerStorage[Seperates[3]]:Clone() for _, Obj in pairs(newMapClone:GetChildren()) do if Obj:IsA("Part") then Obj.Transparency = 1 end end newMapClone.Parent = workspace.CurrentMap Construct(newMapClone) end end if Seperates[2]:lower() == "end" or Seperates[2]:lower() == "destabilize"then if #workspace.CurrentMap:GetChildren() == 1 then Destruct(workspace.CurrentMap:GetChildren()[1]) repeat wait(1) until #workspace.CurrentMap:GetChildren() == 0 workspace.CurrentMap:ClearAllChildren() end end end end wait(0) Ting = false end end) end end)
also maps are in server storage and the map loading script is in workspace |
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