link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 09:05 AM |
RotationValue = Vector3.new(0, 0, 0) while wait() do wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1)
I don't want a whole different code, I just want it fixed so it moves a little each time. I don't want it to move randomly like those spinning spawn. I need to keep moving for an animation like effect at the end. Kthxbia. If you have questions, please ask. And thanks in advanced! |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 09:16 AM |
| Bumpity! Cmon awesome scripters, help a noob idiot in need! |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 09:29 AM |
WAAAITTT WAIT wait... ... ... ... WHAT are you trying to do and WHAT is wrong with the script? Except for the thing that it has no end |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 09:42 AM |
Lets say I had a model of a person, and I wanted him to move his arm a bit or something. Not his whole body move, just his arm like move up and then back down.
The script won't even start |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 09:44 AM |
| The model isn't even like alive ( has no humanoid ) so it doesn't matter if it breaks joints |
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Yionee
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| Joined: 03 Oct 2010 |
| Total Posts: 322 |
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| 23 Sep 2011 09:52 AM |
Erm... It doesn't make sense... Is this what you are trying to do?
local tor = Workspace.Yionee.Torso for i = 1, math.huge do --The math.huge defeats the purpose of the for... wait() tor.CFrame = tor.CFrame + Vector3.new(.1,0,.1) end |
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Yionee
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| Joined: 03 Oct 2010 |
| Total Posts: 322 |
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| 23 Sep 2011 09:54 AM |
If you are moving a piece of a model that has joints with another brick you have to actually change the weld itself, here I will show you using the Neck found in the Torso.
local joint = Workspace.Yionee.Torso.Neck Neck.C0 = Neck.C0 + CFrame.fromEularAnglesXYZ(math.pi/2,math.pi/2,0) |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 10:00 AM |
it's not an humanoid though, its just a bunch of bricks made to look like a humanoid. like the thing has no health, its just model of bricks made to look like one. I just want one brick, not conected or jointed to anything, the brick is itself and nothing else- I want it to move like an animation. like you know that model that you used to be able to use to make tools and stuff? i want somethign like that, but its just a script
I thought of an example:
You know, how in video games, the AI people like do a small movement, like shake an arm or something? Like that |
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link7002
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| Joined: 26 May 2009 |
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juriaan
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| Joined: 25 Nov 2008 |
| Total Posts: 939 |
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| 23 Sep 2011 10:18 AM |
Just use CFrame
Like this Example
for i = 1 , 10 do Game.Workspace.Brick.CFrame = CFrame.new(Game.Workspace.Brick.CFrame + CFrame.new(i* 1 , 0 , 0)) end
Juriaan
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 10:32 AM |
| Not really what I was looking for... I need to use the XYZ axis used for rotating, not moving. The same format as him would be aweosme, just if anyone could possibly give me it with the other XYZ? |
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link7002
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| Joined: 26 May 2009 |
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| 23 Sep 2011 10:53 AM |
@juriaan
He wants it to rotate.
for i=1, math.huge do workspace.Brick.CFrame = workspace.Brick.CFrame*CFrame.Angles(0,i,0) wait() end
This piece of code makes your brick spin forever. |
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link7002
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| Joined: 26 May 2009 |
| Total Posts: 545 |
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| 23 Sep 2011 10:56 AM |
Sigh, I didn't want it to spin forever. It's okay though, bro. Cuz I got a story.
A noob once posted on the forums aobut a script problom. He knew thwe chances if help were 2/10, but he tried. After getting bored, he made his own.
Coolstorybro, am i right? lol, thx for trying guys |
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Yionee
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| Joined: 03 Oct 2010 |
| Total Posts: 322 |
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| 26 Sep 2011 08:35 AM |
| erm. If you want it to rotate, then use a Motor6D instance. |
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kdawg833
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| Joined: 22 Feb 2010 |
| Total Posts: 950 |
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| 26 Sep 2011 09:29 AM |
RotationValue = Vector3.new(0, 0, 0) while wait() do wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) wait(0.1) RotationValue = RotationValue + Vector3.new(0, 0, 1) script.Disabled = false end
You havent told the script what brick to move, thus making it nonfunctional. |
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kdawg833
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| Joined: 22 Feb 2010 |
| Total Posts: 950 |
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| 26 Sep 2011 09:30 AM |
script.Disabled= true*
Oops, sorry lol, typed false instead of true.
Try telling it what brick's CFrame to edit. |
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