Darkenus
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| Joined: 17 Jul 2014 |
| Total Posts: 1997 |
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| 29 Feb 2016 08:38 PM |
So heres my situation:
I have a bunch of spike thingies, they are packed together into a model, so they consist of many different parts. They use their own meshes so they cannot be turned into a union.
All I need is for them to keep going up and down forever, like 10 studs up, 10 studs down.
-Ive tried looping through every part and moving it up one. (This works perfectly except....)
I have like 10+ of these spike thingies and since they're all moving up and down, THE. LAG. IS. REAL.
Any ideas of how I can minimize the lag? (if only body movers existed for models) |
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| 29 Feb 2016 08:40 PM |
| Weld them all to one part, CFrame = up wait() cframe = down, repeat.. |
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| 29 Feb 2016 08:41 PM |
Try setting a part as the model's primarypart. Then use model:SetPrimaryPartCFrame(movement cframe stuf) in a for loop.
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| 29 Feb 2016 08:42 PM |
Mor, welds are meant to work with unanchored parts.
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| 29 Feb 2016 08:44 PM |
use :MoveTo or SetPrimaryPartCFrame()
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WoolHat
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| Joined: 19 May 2013 |
| Total Posts: 1873 |
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| 29 Feb 2016 08:47 PM |
You don't even need to set the primary part (if you're only going by the axes anyways) for i = 1,50 do game.Workspace.Model:TranslateBy(Vector3.new(0,.1,0) wait() end |
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| 29 Feb 2016 08:47 PM |
Advance, MoveTo is setting the position of a part. Thus if you try to set the position down it will just move up until there is no part in the way. Odds are his spikes collide with other bricks that aren't in the model.
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| 29 Feb 2016 08:48 PM |
Good game wool.
Although setting a primary part is fairly easy, so either would work.
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Darkenus
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| Joined: 17 Jul 2014 |
| Total Posts: 1997 |
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| 29 Feb 2016 08:49 PM |
thx for all the posts guys! its working pretty smoothly.
as a cheat lol, i enabled this: http://wiki.roblox.com/index.php?title=Network_streaming
teehee, now its even more less laggier. ;) |
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