MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 21 May 2012 01:52 PM |
| ...Without having them turn invisible to the player when he/she is scrolled in. Is it possible, and if so how? |
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Quenty
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| Joined: 03 Sep 2009 |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 21 May 2012 02:21 PM |
| Okay then... I guess that's that. |
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Shobobo99
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| Joined: 30 Dec 2008 |
| Total Posts: 5754 |
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| 21 May 2012 02:53 PM |
| You shouldn't have to anyways in most cases I can think of. What were you thinking about doing? |
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Oysi
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 22 May 2012 11:26 AM |
Well, my raycast already ignores the character, so I decided the easiest way to ignore other parts the script spawns would be to put them in the character. ^.^ Problem being, all the parts go invisible when the player is scrolled in. And parenting the parts to the tool would make them disappear if the tool is put away.
Anyway, I just made a specific model in workspace to dump the parts in that the ray ignores, though if a game were to not have that model, the script would break, and I really don't like that part. I guess I could have the script make a model if one does not exist, but I'm too lazy to do that right now. x3 |
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zars15
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| Joined: 10 Nov 2008 |
| Total Posts: 9999 |
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| 22 May 2012 12:01 PM |
@MM233. FindPartOnRayWithIgnoreList() Use that maybe?.... You construct it in same way, just instead of model what it will ignore, you put table fulled with stuff you want to get ignored. Simple.. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 22 May 2012 12:02 PM |
Eh... Not exactly what I'm looking for...
Anyway, I already stated the solution I've made and it should work fine for my purposes. |
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su8
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| Joined: 06 Mar 2009 |
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| 22 May 2012 12:03 PM |
| They should make it return a table of parts which the ray hits on that order |
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zars15
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| Joined: 10 Nov 2008 |
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| 22 May 2012 12:08 PM |
| That would be great if you could get first 10 parts hit by ray or somthing like that. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 22 May 2012 12:10 PM |
| Basicly having the ray continue after it hits a part, and return every part hit until the end of the ray? It would be interesting... |
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MM233
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| Joined: 19 Jun 2008 |
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| 22 May 2012 12:40 PM |
| Oh, and thanks for the whole FindPartOnRayWithIgnoreList() thing. I didn't know about that, and I actually did use it. xD |
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Oysi
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| Joined: 06 Jul 2009 |
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| 22 May 2012 06:19 PM |
Cant you put the character in to a model and group a model of the character and the thing together?
♪ Let Me Break It Down For Ya ♪ |
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Oysi
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Quenty
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| 23 May 2012 12:13 AM |
There are two solutions:
1) Don't parent it to the character
2) Don't let the player zoom in
3) Just leave it.
4) I'm bad at math. Ignore all my solutions. |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 23 May 2012 09:01 AM |
| I'm sticking with the dump bucket in the workspace that the script ignores everything inside. It works perfectly, though I'll need to make sure to have the script check for one, and if there isn't one already create one. |
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su8
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| Joined: 06 Mar 2009 |
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| 23 May 2012 09:13 AM |
>No. It doesn't work like that.
If they can return the first.. How is it possible that they can't make it return the second,the third etc..? |
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Oysi
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MM233
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| Joined: 19 Jun 2008 |
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| 23 May 2012 12:31 PM |
| What Oysi is saying is it would be much more efficiant to cast a ray, and make a table of the part hit. Then cast another ray ignoring the part from the first ray, and add that new part to the list and repeat. Thus indexing all the parts along the "ray". |
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Oysi
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| Joined: 06 Jul 2009 |
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Valone
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| Joined: 08 Feb 2012 |
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| 23 May 2012 01:23 PM |
| Parent them to a tool in the character? |
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MM233
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| Joined: 19 Jun 2008 |
| Total Posts: 925 |
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| 23 May 2012 01:49 PM |
No, then they get removed from the workspace when the tool is deselected. I've tried that.
I've got my own solution anyway, so this thread can die. I don't really need it anymore. xD |
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