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| 12 Nov 2011 07:02 PM |
You can tell when a joint breaks in-game, and then get the name of the two parts that were broken apart:
function checkBrokenJoint(joint) print(joint.Part0, joint.Part1) end
game.JointsService.ChildRemoved:connect(checkBrokenJoint)
I feel slow for just figuring this out :P |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 12 Nov 2011 07:05 PM |
| That's why I put that last line in. I don't do much tinkering with this kind of stuff |
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gyz
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| Joined: 27 Aug 2008 |
| Total Posts: 741 |
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| 13 Nov 2011 12:13 AM |
well if you want more info...
JointsService stores ALL the snaps of bricks. That's how people make spreading fire. By checking each snap and seeing if the bricks are attached. |
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| 13 Nov 2011 06:38 AM |
@gyz
No thats how nubs make spreading fire.
Pros use laggy loops that use cframe and random vector3 math to get closeby parts!
xLegoX AKA s_____? uses high performance octrees and fancy algorithms that look like theyre directly from wikipedia. |
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gyz
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| Joined: 27 Aug 2008 |
| Total Posts: 741 |
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| 13 Nov 2011 06:10 PM |
Eh, I firmly believe in "the end justifies the means..."
so... if its laggy, no cake for you.
Seriously, if it doesn't run smoothly enough on my comp, its not good enough. I'm saying, 512mb of RAM, Intel Pentium 4, and crappy integrated graphics. And sounds like a jet engine going on and off.
The ONLY thing that my computer does better than other computers is powerpoint animations. It can animate 20 things at once extremely smoothly, while other computers will choke at 5fps. |
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| 13 Nov 2011 07:20 PM |
| cOLD mOLD on a sLATE pLATE with a sOLD mOLDy pLATE on the LATE sLATE pLATE LATE LATE late late |
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coplox
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| Joined: 07 Jun 2008 |
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| 13 Nov 2011 07:29 PM |
I would just use;
local Num = 30 Stuff = Workspace:FindPartsInRegion3(Part.Position + Vector3.new(Num/2, Num/2, Num/2), Part.Position - Vector3.new(Num/2, Num/2, Num/2)) --Do things with 'Stuff' |
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| 14 Nov 2011 06:48 AM |
@coplox
But doesnt that search by the parts centers, not whether theyre actually in the region?
And it uses ugly roblox function, xL3GOX AKA s______ wants you to use laggy Lua octrees. Or something. |
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HotThoth
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| 14 Nov 2011 12:00 PM |
| No, Region3 queries see if the part overlaps or lies within the bounding region, and makes use of the spatial hashing already in place in the ROBLOX engine, so it'd be pretty tough to do faster than that. |
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| 14 Nov 2011 12:04 PM |
Y didnt i know that earlier D:
*goes make super fast spreading fire* |
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zars15
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| Joined: 10 Nov 2008 |
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| 14 Nov 2011 12:21 PM |
| Why random Vector3 and CFrame math for fire? Just use rays! |
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gyz
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| Joined: 27 Aug 2008 |
| Total Posts: 741 |
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| 14 Nov 2011 06:56 PM |
| Because rays are even more laggy. |
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