|
| 18 Oct 2015 07:39 PM |
Objective: Rite a script from scratch that makes a part then shoots it foreword from were your player is facing.
Rule's = { No BodyVelocity or ect, use CFrame or Vector }' Have fun post the script u come up with.
i did thiss cuz i just wanted to c how many people could do this. |
|
|
| Report Abuse |
|
|
|
| 18 Oct 2015 07:41 PM |
Rite Foreword Rule's ect }' u i thiss cuz i c
NOPE NOPE NOPE NOPE NOPE.
-The [Guy]
|
|
|
| Report Abuse |
|
|
| |
|
chimmmihc
|
  |
| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
|
|
| 18 Oct 2015 07:51 PM |
Wrote this on a phone so it won't 100% work but you get it.
table = {}
function newblock(Player table.insert(table, ["body"] = instance.new("Part", game.Workspace), ["speed"] = Vector3.new(math.cos(math.rad(Player.Character.Torso.Rotation)), 0, math.sin(math.rad(Player.Character.Torso.Rotation))) ) end
while wait() do for i = 1, #table do local class = table[i] class.body.position = class.body.position + 3 * class.direction end end |
|
|
| Report Abuse |
|
|
|
| 18 Oct 2015 08:01 PM |
Okay this is my script for it. I tested it in a LocalScript inside of a tool, RequiresHandle was off:
==================================== local player = game.Players.LocalPlayer local character = player.Character or game.Workspace:WaitForChild(player.Name)
local torso = character:WaitForChild("Torso")
local tool = script.Parent
function toolActivated() local p = Instance.new("Part", workspace) p.Name = "Bullet" p.Size = Vector3.new(2, 2, 2) p.Shape = "Ball" p.BrickColor = BrickColor.new("Bright orange") p.CanCollide = false p.Locked = true p.Anchored = false p.TopSurface = "Smooth" p.BottomSurface = "Smooth" local torsoVec = torso.Position + torso.CFrame.lookVector*5 local unitVec = (torsoVec - torso.Position).unit*50 p.CFrame = torso.CFrame local bv = Instance.new("BodyVelocity", p) bv.velocity = Vector3.new(0, 0, 0) bv.velocity = unitVec end
tool.Activated:connect(toolActivated) ==================================== |
|
|
| Report Abuse |
|
|
chimmmihc
|
  |
| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
|
| |
|
|
| 18 Oct 2015 08:08 PM |
Oh wow, I just read the rules.
"No BodyVelocity or ect"
Without this it will create a ton of lag because of the processing each bullet requires, I dunno why he'd want this to be a restriction |
|
|
| Report Abuse |
|
|
|
| 18 Oct 2015 08:13 PM |
| It wouldn't create a ton of lag :/ |
|
|
| Report Abuse |
|
|
|
| 18 Oct 2015 08:19 PM |
| Without bodyvelocity you have to manually change the part's position, or it just falls due to gravity. To do that without lag you need a bunch of loops. If you make enough balls that will cause a bunch of delay in other code because of how much processing power they're taking. |
|
|
| Report Abuse |
|
|
chimmmihc
|
  |
| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
|
|
| 18 Oct 2015 08:26 PM |
| Mine worked fine, it also didn't make a frame change till about 340 parts |
|
|
| Report Abuse |
|
|
|
| 18 Oct 2015 08:33 PM |
it was just a little fun thing i thought would be funny U Can USE Cframe |
|
|
| Report Abuse |
|
|