ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 12:00 AM |
There are no errors with this script, it's a regular script in a part in the workspace, and it's not right.
up=true part=script.Parent rot=part.Rotation pos=part.Position if up then wait(2) up=false else wait(2) up=true end
while true do wait() rot=rot+Vector3.new(0,3,0) if up then pos=pos+Vector3.new(0,.1,0) wait() else pos=pos-Vector3.new(0,.1,0) wait() end end
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 12:15 AM |
nevermind, apparently lerp escaped from my mind. :P
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 12:34 AM |
bump, I'm too dumb for lerp.
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 12:43 AM |
I'm not paying for your taxi. (bump)
y-y-you too... |
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2JJ1
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| Joined: 15 Mar 2012 |
| Total Posts: 1571 |
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| 28 Feb 2016 01:43 AM |
What is happening and what is your expectation?
Join here to see things I made_ http://www.roblox.com/My/Groups.aspx?gid=1147121 |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 02:47 PM |
I just want to rotate a part in the workspace continuously clockwise, and have it move up and down. (like a hologram)
so far I've tried:
local part=script.Parent local pos1=part:WaitForChild("pos1") -- this part is the starting point. local pos2=part:WaitForChild("pos2") -- this part is 2 studs above the starting point and rotated 180 degrees.
while wait() do for i=0,1,.01 do part.CFrame=pos1.CFrame:lerp(pos2.CFrame,i) wait(.1) end for i=0,1,.1 do part.CFrame=pos2.CFrame:lerp(pos1.CFrame,i) wait(.1) end end
next i tried: up=true rs=game:GetService("RunService").RenderStepped part=script.Parent rot=part.Rotation pos=part.Position if up then wait(2) up=false else wait(2) up=true end
while true do wait() rot=rot+Vector3.new(0,3,0) if up then pos=pos+Vector3.new(0,.1,0) wait() else pos=pos-Vector3.new(0,.1,0) wait() end end
neither worked. No errors, nothing. the part just stays there like nothing's happening.
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 02:58 PM |
Trump... I mean, bump.
y-y-you too... |
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| 28 Feb 2016 02:58 PM |
Just something I made quickly. Try it, if it doesn't work tell me what happens
local p = workspace.Part
partup = {} for i = 1,8 do table.insert(partup,p.CFrame*CFrame.new(0,i,0) wait() end
spawn(function() while wait() do p.CFrame = p.CFrame*CFrame.Angles(1,0,0) end end)
local poschange = 1 local subtractchange = false while wait() do if poschange <8 and not subtractchange then poschange = poschange+1 p.CFrame = partup[poschange] else substractchange = true poschange = poschange - 1 p.CFrame = partup[poschange] if poschange == 1 then subtractchange = false end end end |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 03:13 PM |
Result: https://youtu.be/838T6sKECOc
You can see it's default position at the beginning. it literally just has a seizure and doesn't stop.
y-y-you too... |
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DevDays
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| Joined: 16 Dec 2015 |
| Total Posts: 112 |
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| 28 Feb 2016 03:17 PM |
Use BodyForces.
eg: BodyAngularVelocity.
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 03:20 PM |
Awe, I'm going to have to spend my day learning that now? great. I really wish this was easier. xD It's fine.
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 03:28 PM |
@DevDays I don't think bodyforces work with an anchored part?
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DevDays
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| Joined: 16 Dec 2015 |
| Total Posts: 112 |
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| 28 Feb 2016 03:32 PM |
Obviously they don't.
Unanchor them and run this:
local yourpart = whatever local floatheight = 5 local BAV = Instance.new("BodyAngularVelocity", yourpart) BAV.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) BAV.Velocity = Vector3.new(math.random(-100,100),math.random(-100,100),math.random(-100,100))
local bP = Instance.new("BodyPosition", yourpart) bP.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
local float = coroutine.wrap(function() while wait() do for i = -1,1,2 do for ii = 1,floatheight, 0.1 do bP.Position = bP.Position+Vector3.new(0,ii,0) end end end end)
Don't know if it works. I suggest you to improve it if it's needed.
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DevDays
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| Joined: 16 Dec 2015 |
| Total Posts: 112 |
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| 28 Feb 2016 03:33 PM |
local yourpart = whatever local floatheight = 5 local BAV = Instance.new("BodyAngularVelocity", yourpart) BAV.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) BAV.Velocity = Vector3.new(math.random(-100,100),math.random(-100,100),math.random(-100,100))
local bP = Instance.new("BodyPosition", yourpart) bP.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
local float = coroutine.wrap(function() while wait() do for i = -1,1,2 do for ii = 1,floatheight, 0.1 do bP.Position = bP.Position+Vector3.new(0,ii*i,0) end end end end)
nvm here you go the fixed one lol
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| 28 Feb 2016 03:36 PM |
works: local p = script.Parent
partup = {} for i = 1,8 do table.insert(partup,p.CFrame*CFrame.new(0,i,0)) wait() end spawn(function() while wait() do p.CFrame = p.CFrame*CFrame.Angles(0,1,0) end end)
local poschange = 1 local subtractchange = false
while wait(.1) do if poschange < 8 and not subtractchange then poschange = poschange+1 p.CFrame = partup[poschange] subtractchange = false elseif poschange == 8 or subtractchange == true then substractchange = true repeat wait() poschange = poschange - 1 p.CFrame = partup[poschange] until poschange == 1
end end
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| 28 Feb 2016 03:36 PM |
| ( you don't have to unanchor the part for mine. ) |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 03:37 PM |
DevDays' script caused a crash, (idk if I'm doing something wrong or...)
I'll try master's in a sec after I recover my autosave and try to fix it.
y-y-you too... |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 03:45 PM |
I must be doing something horribly wrong, because none of these seem to work.
y-y-you too... |
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DevDays
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| Joined: 16 Dec 2015 |
| Total Posts: 112 |
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| 28 Feb 2016 03:50 PM |
Lisent, that's the complete script:
--Settings: local yourpart = Instance.new("Part", game.Workspace) local floatheight = 3 local position = Vector3.new(0,0,0) --EndOfSettings yourpart.Position = position yourpart.CanCollide = false yourpart.Anchored = false
local BAV = Instance.new("BodyAngularVelocity", yourpart) BAV.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) BAV.AngularVelocity = Vector3.new(math.random(-50,100)/50,math.random(-100,100)/50,math.random(-100,100)/50)
local bP = Instance.new("BodyPosition", yourpart) bP.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bP.Position = Vector3.new(yourpart.Position)
local float = coroutine.wrap(function() while wait() do for i = -1,1,2 do for ii = 1,floatheight, 0.1 do bP.Position = bP.Position+Vector3.new(0,(ii/floatheight)*i,0) wait() end end end end) float()
Run this without editing anything on an empty baseplate, if this is what you would like to see reply back.
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| 28 Feb 2016 03:50 PM |
| did you forget to parent p to the part. i put the script in the part itself instead of workspace but you can take it out and do local p = workspace.Part or whatever |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 04:02 PM |
@Dev did it, still doesn't work.
@master I did, it didn't work.
I'm now just messing around with Body and angular velocity.
y-y-you too... |
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| 28 Feb 2016 04:03 PM |
| what's happening? it works perfectly for me |
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ElectroTM
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| Joined: 23 Nov 2012 |
| Total Posts: 1135 |
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| 28 Feb 2016 04:16 PM |
Litterally nothing but this is working (and even this is a little unpredictable):
I have a BodyAngularVelocity in my part set to 0,2,0
I have a BodyVelocity in the part with a script (also in the part):
BV=script.Parent:WaitForChild("BodyVelocity") up=true
if up then wait(1) up=false else wait(1) up=true end
while wait() do if up then BV.Velocity=Vector3.new(0,1,0) else BV.Velocity=Vector3.new(0,-1,0) end end
Script doesn't work. I think that lua hates me. ;-;
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