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| 25 Nov 2011 06:31 AM |
-part:GetJoints() returns joints connecting to part
-part:GetConnectedParts() returns parts directly connected to part
-part:GetBody() returns all parts directly or remotely (=A connects to B and B to C, they all in the same body) connected to the part
-Part:GetConnectingJoint(otherpart) returns joint connecting 2 parts if one exists?
-part:GetBodyCenterOfMass() returns center of mass of the body the part belongs in (or you can make a body be its own object!)
-part:GetBodyBoundingBox() returns position and size of bounding box of body, rotation is same as parts rotation
kthx. |
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| 25 Nov 2011 06:32 AM |
| I know its possible to do it yourself and it doesnt lag much at all, but a system like that is hard to get working correctly and there can be bugs and stuff so nubs couldnt make one. |
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sncplay42
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| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
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| 25 Nov 2011 09:49 AM |
Support because there ought to be a better way than looping through all of JointsService, and not all joints are in JointsService.
I also think JointAdded/JointRemoved events would be useful too. :D |
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| 25 Nov 2011 10:10 AM |
Actually you dont need to loop thru the jointsservice, you just need to do it once.
Have a table with part-keys and the value as table of joints.
In the start fill those tables by going through the jointsservice, and after that you can just use childadded and removed events of the jointsservice to add or remove a joint to a part. Though you also need to check if the parts of the joint change and stuff... |
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sncplay42
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| Joined: 27 Nov 2008 |
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| 25 Nov 2011 10:16 AM |
Yeah, but there's still the matter of joints not in the JointsService.
Anyway I thought you were arguing FOR these features =P |
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| 25 Nov 2011 10:29 AM |
I am, its annoyingly complex to make it the way i describe. And im sure there are tons of bugs that way...
Also cant you just scan workspace if theyre not in jointsservice? xD |
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sncplay42
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| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
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| 25 Nov 2011 10:57 AM |
Again, complex and possibly inefficient.
I don't want to have to connect to DescendantAdded and check every single thing that's added to the workspace. |
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| 25 Nov 2011 11:02 AM |
This is fairly easy. Just organize the joints in JointsService as you please.
Ex: All joints from a model "Car" are stored in a model named "Car" in JointsService. You can make an ObjectValue in the Car model linked to the joints grouping for even easier access. |
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| 25 Nov 2011 02:26 PM |
@sk8er
no ur method is nub and lags and doesnt work.
What if the car is welded to another car? -.-
u parent the weld to 2 models??? |
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| 25 Nov 2011 02:27 PM |
| Why would you weld 2 cars together? Anyway, you'd just make it one model. |
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| 25 Nov 2011 02:49 PM |
| BUT WAT IF I THEN BREAK IT IN 2 PARTS? D: |
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| 25 Nov 2011 02:50 PM |
| Then they're not connected? IDK |
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| 25 Nov 2011 02:52 PM |
Ha.
U dont know...
Kitten Engine™ handles that!
AHAHAHAHAAHHA now ur games will suk. |
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