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| 28 Aug 2016 09:06 PM |
even if the part has a rotation
am harambe |
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llaserx
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| 28 Aug 2016 09:08 PM |
i step how do i put a part that just barely pops out of the floor im on
even if its uneven
am harambe |
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Skellobit
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| 28 Aug 2016 09:09 PM |
what the hell dude how could someone possibly understand what u mean by this lol
Formerly ToxicDominator - add 17,509 posts |
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| 28 Aug 2016 09:16 PM |
do you mean Air Treks?
i like ducks bro. deal wit it. |
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| 28 Aug 2016 09:19 PM |
local character = game.Players.LocalPlayer.Character
function spawnpart() local part = Instance.new("Part",game.Workspace) part.CFrame = character.Torso.CFrame * CFrame.new(0,-3,0) end
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| 28 Aug 2016 09:19 PM |
Error English.exe has stopped responding
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| 28 Aug 2016 09:21 PM |
if i make a ray and it hits a part how do i make my part angled flush with the part it hits
am harambe |
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qqtt991
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| 28 Aug 2016 09:22 PM |
I think he wants something like a platform that appears under your player, or else visible footsteps.
Every 0.1 seconds or so you could loop and create a new part 3? studs below the player's Torso.
If you wanted to make the part created have the same slant as the ground below you, it would take a lot more logic than I care to write right now. If you feel like experimenting though, you could try raycasting or something to get the rotation of the ground part below the player, and use that rotation in the part created, but that wouldn't work on smooth terrain (I'm not sure how you'd get the surface normal of smooth terrain), and I'm not sure how you'd make that ignore the parts already created, and I'm not sure how that'd look once the slanted floor ended lol.
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qqtt991
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| 28 Aug 2016 09:23 PM |
Okay I have no idea he seems to have changed what he wants.
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| 28 Aug 2016 09:25 PM |
ANOTHER EXAMPLE: i shoot a gun the bullet hits a obj i want the bullet to be angled the same and flush with the side it hits
IT MAKES SENSE PEPOLE OMG
am harambe |
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Skellobit
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| 28 Aug 2016 09:26 PM |
Loved_WhenPeopleCouldActuallyExplainThings
Formerly ToxicDominator - add 17,509 posts |
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| 28 Aug 2016 09:26 PM |
Remember kids, Never skip english.
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| 28 Aug 2016 09:29 PM |
| ####################################################### |
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| 28 Aug 2016 09:29 PM |
| #################################################################################### |
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qqtt991
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| 28 Aug 2016 09:31 PM |
Is the bullet a symmetrical shape (cube, sphere)? If so, you can just take the CFrame rotation of the object it hits and apply it to the bullet.
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| 28 Aug 2016 09:31 PM |
| ########################################################## |
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qqtt991
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| 28 Aug 2016 09:33 PM |
You may want to raycast to find the position of the surface it would hit.
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| 28 Aug 2016 09:34 PM |
this is my code: (c is player's character)
local Direction = (c.Torso.Position - Vector3.new(0, 500, 0)) local ray = Ray.new(c.Torso.Position, Direction.unit * 500) local Part, pos = workspace:FindPartOnRayWithIgnoreList(ray, c:GetChildren()) if Part then local newPart = Instance.new('Part', workspace) newPart.Anchored = true; newPart.CFrame = CFrame.new(pos, Part.CFrame.lookVector) end
am harambe |
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| 28 Aug 2016 09:47 PM |
| cant you just cast from 4 corners of it and make a cframe using the hit points |
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