mohawk95
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| Joined: 04 Feb 2010 |
| Total Posts: 215 |
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| 16 Jul 2012 01:32 PM |
| Post if you know one..please |
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mohawk95
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| Joined: 04 Feb 2010 |
| Total Posts: 215 |
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| 16 Jul 2012 01:35 PM |
| game.Workspace.BRICKHERE.Anchored = false |
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mohawk95
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| Joined: 04 Feb 2010 |
| Total Posts: 215 |
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| 16 Jul 2012 01:38 PM |
| Thanks, but does that make an entire map unanchored? |
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mohawk95
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| Joined: 04 Feb 2010 |
| Total Posts: 215 |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 16 Jul 2012 01:52 PM |
Why would You want to unanchor the entire Map?
It sounds like something Exploiters do.... |
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Hanslide
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| Joined: 25 Jun 2012 |
| Total Posts: 170 |
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| 16 Jul 2012 02:09 PM |
while true do for i,v in pairs(game.Workspace.MAPNAME:GetChildren()) do v.Anchored = false end end
-- Like that? |
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Franky264
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| Joined: 30 Jan 2010 |
| Total Posts: 2757 |
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| 16 Jul 2012 02:55 PM |
Just name your whole map "Part" and do this:
game.Workspace.Part.Anchored = false |
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| 16 Jul 2012 02:56 PM |
| ^ Which wouldn't even work but just unanchors one brick. |
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| 16 Jul 2012 02:57 PM |
I think this might work:
for i,v in pairs(workspace:GetChildren()) do if v:IsA("Part") then v.Anchored=false end end
-Nick |
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| 16 Jul 2012 02:58 PM |
With my script you don't have to make everything one model ;)
-Nick |
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