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Re: Check if brick is touching another brick (unique)

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Raildex is not online. Raildex
Joined: 06 Dec 2009
Total Posts: 934
23 Feb 2016 12:54 PM
So what im doing here is a little unorthodox, Im creating a hollow dummy model that is positioned to the mouses position and then the user can click to create the actual model at that spot. I need to check and see if the dummy block is touching another object so that it prevents you from spawning a model partially inside of another object. Ive marked where my attempt is.

tool = script.Parent
local ting = 0

function click(mouse)
local brick = Instance.new("Part")
brick.Parent = game.Workspace -- This is the "parent container" of your brick.
brick.Name = "Part" -- This name has to correspond with the name of your brick on the map
brick.Size = Vector3.new(2,3,2) -- This is the size to which you want to change your brick
brick.Anchored = true
brick.Position = mouse.hit.p
end

function move(mouse)
if ting == 0 and mouse.hit.p.Y > 1.8 and mouse.hit.p.Y < 2.2 then
ting = 1

local brick2 = Instance.new("Part")
brick2.Parent = game.Workspace -- This is the "parent container" of your brick.
brick2.Name = "Part" -- This name has to correspond with the name of your brick on the map
brick2.Size = Vector3.new(2,3,2) -- This is the size to which you want to change your brick
brick2.Anchored = true
brick2.CanCollide = false
brick2.Transparency = .5
brick2.Position = mouse.hit.p
wait(.01)
brick2:remove()

---- MY ATTEMPT ---
brick2.Touched:connect(function(touchedPart)
print(touchedPart)
end)
---------------------------
ting = 0
end

end

function selected(mouse)
mouse.Move:connect(function () move(mouse) end)
mouse.Idle:connect(function () move(mouse) end)
mouse.Button1Down:connect(function () click(mouse) end)
end


tool.Selected:connect(selected)
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Raildex is not online. Raildex
Joined: 06 Dec 2009
Total Posts: 934
23 Feb 2016 01:52 PM
bump, I really need to get this fixed, can anyone direct me?
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Raildex is not online. Raildex
Joined: 06 Dec 2009
Total Posts: 934
23 Feb 2016 05:12 PM
bump
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killjoy37 is not online. killjoy37
Joined: 27 Aug 2008
Total Posts: 2821
23 Feb 2016 05:21 PM
I would use workspace:FindPartsInRegion3

then, iterate over each part in your dummy, creating a region3 based on that part. For example, if the torso of the dummy was centered at (0,0,0), the region might look like this:
Region3.new(Vector3.new(-1,-1,-.5),Vector3.new(1,1,.5))
If you were to plot those two points I used, they would be at opposite corners, because, if you think about it, 2 opposite corners is all you need to construct a rectangular region (keep in mind that Region3's have no rotation).

Hope that made some sense.
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Raildex is not online. Raildex
Joined: 06 Dec 2009
Total Posts: 934
23 Feb 2016 05:26 PM
How do I use Region3 to check if its hitting another existing tower or a wall. I see that you can create the bow but how do I utilize it?
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killjoy37 is not online. killjoy37
Joined: 27 Aug 2008
Total Posts: 2821
23 Feb 2016 05:41 PM
workspace:FindPartsInRegion3(region3, dummy) returns a table of all the parts that intersect the region, ignoring all parts in dummy. There is also a function :IsRegion3Empty I believe, which should also accomplish what you need. There are similar functions like FindPartsInRegion3WithIgnoreList, in case you want to ignore other things (such as the floor).

http://wiki.roblox.com/index.php?title=API:Class/Workspace/IsRegion3EmptyWithIgnoreList
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