ZreI
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| Joined: 14 Jul 2015 |
| Total Posts: 5229 |
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| 25 May 2016 08:52 PM |
I know it seems like a silly question, and that I should know the answer but I've been working on a game semi like payday the vault door I need to open, but the parts that need to move wont move together since I cant figure out how to make them. the parts that are selected are the ones that need to move http://prnt.sc/b8i6ob |
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ZreI
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| Joined: 14 Jul 2015 |
| Total Posts: 5229 |
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| 25 May 2016 09:15 PM |
| in the same direction you mean? |
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ZreI
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| Joined: 14 Jul 2015 |
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| 25 May 2016 09:20 PM |
| I want it to move just like a regular door wood. I want all the bricks to move as if they were all the same brick |
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| 25 May 2016 09:21 PM |
| Do you mean up and down or like a draw bridge? |
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Coconutko
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| Joined: 05 Nov 2014 |
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ZreI
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| Joined: 14 Jul 2015 |
| Total Posts: 5229 |
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| 25 May 2016 09:25 PM |
| Like the hinges on a door, it doesn't open up and down it opens to the side. |
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| 25 May 2016 09:26 PM |
accept and i'll come help?
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ZreI
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| Joined: 14 Jul 2015 |
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| 25 May 2016 09:26 PM |
@Coco I've tried that, but whenever I use welds the bricks need to be places perfectly next to each other, in this case that wont work on most of the bricks |
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ZreI
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| Joined: 14 Jul 2015 |
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| 25 May 2016 09:29 PM |
@Xstra you want me to invite you to team create? or |
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Coconutko
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| Joined: 05 Nov 2014 |
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| 25 May 2016 09:40 PM |
| You could try using invisible and transparent bricks |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 25 May 2016 09:50 PM |
I have your solution because I had to do the same thing with some doors I made.
Make it one model and make the base of the door the primary part of that model.
I simply used the SetPrimaryPartCFrame method for models and I have some sample code below that I put into a for loop.
script.Parent.Parent:SetPrimaryPartCFrame(script.Parent.Parent.PrimaryPart.CFrame * CFrame.Angles(0,-0.05,0)); script.Parent.Parent:SetPrimaryPartCFrame(script.Parent.Parent.PrimaryPart.CFrame * CFrame.new(0.02,0,-0.12)); |
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ZreI
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| Joined: 14 Jul 2015 |
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| 26 May 2016 09:19 AM |
@badandy I dont get what your saying "make the bottom of the door the primary part" |
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Badandy11
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| Joined: 02 Jul 2009 |
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| 26 May 2016 09:22 AM |
| Sorry, I was half asleep last night but the primary part should be the base of the door, as in the biggest part that everything connects onto. |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 26 May 2016 09:26 AM |
| PrimaryPart is a property of Model which you can set when you group everything and when you click on that property it will allow you to select the primaryPart. |
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galio13
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| Joined: 20 Jul 2011 |
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Badandy11
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| 26 May 2016 09:32 AM |
| I know people who do each child separately, which I find a bit wrong when we have a method for models and the method I stated is the easiest and prettiest I found. |
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ZreI
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| Joined: 14 Jul 2015 |
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| 26 May 2016 09:49 AM |
I set the cylinder as the primary part http://prntscr.com/b8pamx But now when I click play everything still falls off http://prnt.sc/b8pamx |
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| 26 May 2016 09:53 AM |
| Anchor all the parts of the door. With the way that Badandy showed you, it doesn't matter if the parts are anchored, they will still move. |
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ZreI
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| Joined: 14 Jul 2015 |
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| 26 May 2016 09:56 AM |
@crow it all stays in place and nothing happens |
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| 26 May 2016 09:58 AM |
| *cow and did you properly insert the script? |
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ZreI
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| Joined: 14 Jul 2015 |
| Total Posts: 5229 |
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| 26 May 2016 10:08 AM |
Wait I have to have a script just to make multiple bricks move as 1 brick would?
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