sckum555
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| Joined: 20 Aug 2008 |
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| 06 Aug 2011 09:14 PM |
Example: The fencing place (I think it was like stickmasterluke or someone) where you only fight when your standing on a certain brick.
.:/!#sckum#!\:. |
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| 06 Aug 2011 09:21 PM |
| It's not a certain block, but area. See, you would have to get the vectors between two points. Point A and Point B, then you would have to use an if that would check if the player is in that area. So you would have to collect a lot of data. This is how i suppose you could approach it. |
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SDuke524
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| Joined: 29 Jul 2008 |
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| 06 Aug 2011 09:21 PM |
| he just checks if their X and Y position of their torso are inside the squares dimensions. Fairly simple actually. |
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SDuke524
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| Joined: 29 Jul 2008 |
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| 06 Aug 2011 09:22 PM |
| Also now that we have Region3, you don't even have to use any math. |
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| 06 Aug 2011 09:23 PM |
| @Sduke Last time i checked, that function was deprecated or w/e it is. I'll check again if you say its good enough to use. |
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Joalmo
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| Joined: 28 Jun 2009 |
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| 06 Aug 2011 09:24 PM |
part that lets you fight:
------------------ function onTouch(hit)
(code that gives you weapons, etc)
end
script.Parent.Touched:connect(onTouched)
------------------
and then you can make another part that takes away all the weapons so they can't fight while standing on the block like this:
------------------
function onTouched(hit)
(code that takes away weapons etc)
end
script.Parent.Touched:connect(onTouched)
------------------
That's how I would do it
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| 06 Aug 2011 09:27 PM |
@Joalmo
Sadly its not that simple, If you really wanted to do it that way, you could store a value and then check to see if the value is true, then in another script on another block, set it to false, and on the main block, set it to true. That would be not sufficient though. |
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Joalmo
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| Joined: 28 Jun 2009 |
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| 06 Aug 2011 09:29 PM |
| Not to act noobish or anything, but why wouldn't it? |
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| 06 Aug 2011 09:32 PM |
| Because, The way you are trying to process if someone is in the area or not, is a lot slower than just checking if they are in a certain area. Plus it is only activated when they character steps on the brick, and most of the time, things that are on touch break. So therefore you have two problems built into one. |
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| 06 Aug 2011 09:35 PM |
EDIT:
Plus you can just incorporate the area check into the weapons script, so you only have to distribute the weapon once. Therefore it saves a lot of glitching if anything happens. |
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Joalmo
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sckum555
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| Joined: 20 Aug 2008 |
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| 06 Aug 2011 09:39 PM |
So how would I use Region3?
.:/!#sckum#!\:. |
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| 06 Aug 2011 09:42 PM |
| Well, i dont really know ATM. I am figuring this out now, sorry. |
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| 06 Aug 2011 09:44 PM |
Region3 is not depricated. It is actually fairly new(ish). You use is something like this...
Region = Region3.new(Vector3, Vector3)
Parts = game.Workspace:GetPartsInRegion3(Region[, Model/Parts to ignore]) for i,v in pairs(Parts) do print(i,v) end |
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sckum555
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| Joined: 20 Aug 2008 |
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| 06 Aug 2011 09:47 PM |
Region = Region3.new(Vector3, Vector3)
Parts = game.Workspace:GetPartsInRegion3(Region[, Model/Parts to ignore])
if Parts.Name = brick then print("does this work?") end
does that work?
.:/!#sckum#!\:. |
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| 06 Aug 2011 09:48 PM |
| Just started scripting in RBLX Lua again. |
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miz656
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| Joined: 19 Jul 2010 |
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| 07 Aug 2011 12:21 AM |
WHY DOES EVERYONE WANT TO KNOW ABOUT STICKMASTERLUKES FENCING GAME!!!!! Just use a forcefield for the parts that you dont wanan humanoid to get killed by |
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sckum555
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| Joined: 20 Aug 2008 |
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| 07 Aug 2011 12:23 AM |
Because it is a mystery.
.:/!#sckum#!\:. |
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miz656
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| Joined: 19 Jul 2010 |
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| 07 Aug 2011 12:26 AM |
| No, seriously just use forcefields everywhere exept the part where you don't want a player to get killed |
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sckum555
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| Joined: 20 Aug 2008 |
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| 07 Aug 2011 12:33 AM |
How would that work......
.:/!#sckum#!\:. |
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miz656
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| Joined: 19 Jul 2010 |
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| 07 Aug 2011 12:36 AM |
| Because a forcefield is an instance that whereever you put it a player can't kill a player.I dont know the address but maybe type roblox wiki Instance forcefield |
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SDuke524
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| Joined: 29 Jul 2008 |
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| 07 Aug 2011 12:38 AM |
Using math would be a lot simpler
function overBrick(base,part) local pc=part.CFrame.p; local bc=base.CFrame.p; local bs=base.Size; return ((pc.x< bc.x+bs.x/2 and pc.x>bc.x-bs.x) and (pc.z< bc.z+bs.z/2 and pc.z>bc.z-bs.z) and pc.y>bc.y) end
overBrick(base,player_torso) |
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sckum555
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| Joined: 20 Aug 2008 |
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| 07 Aug 2011 12:38 AM |
Thats not true it just makes a player invisible if its in the same model as the torso.
.:/!#sckum#!\:. |
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miz656
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| 07 Aug 2011 12:55 AM |
| Look at objects in roblox wiki and find forcefield. |
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sckum555
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| Joined: 20 Aug 2008 |
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