filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 02:40 PM |
| I don't get it. I looked at the wiki, it doesn't make sense, can someone make it simpler? I'm a newbie scripter, I need some help with Lua :\ |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 02:40 PM |
| I do know alot of basic lua, though. |
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| 03 Aug 2012 02:41 PM |
workspace.Part5.CFrame = CFrame.new(90,56,70)
the (90,56,70) Part is the Coords. |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 02:42 PM |
| That makes sense, but the CFrame.new(0,10,0) * CFrame.Angles(0,math.pi,0) isn't clear to me e.e |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 02:43 PM |
| Wait, it's starting to make more sense now... |
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| 03 Aug 2012 02:48 PM |
path.pi = 180º math.pi/2 = 90º math.pi/4 = 45º
CFrame.new(double x, double y, double z) * CFrame.Angles(Bank, spin, tilt)
Bank spin and tilt all have to follow the math.pi principle.
so, if you wanted to make a rotating part,
while wait() do script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(0, math.pi/12, 0) end
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| 03 Aug 2012 02:50 PM |
You can also optionally use math.rad(angle) if you want to rotate a spesific angle.
math.rad(45) = math.pi/4 |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:00 PM |
math.pi/2 (A quarter turn, or 90 degrees) math.pi (A half turn, or 180 degrees) math.pi*2 (A full turn, or 360 degrees) math.pi + math.pi/2 (Three-quarters turn, or 270 degrees) ^copied and pasted from the wiki^
I know that, how would I make it so that it would create a part and rotate it and move it to someones head?
p = Instance.new("Part",game.Workspace.Player) p.Name = "hat" p.CFrame = CFrame.new(p.Position) * CFrame.Angles(0,math.pi/4,0)
Would that work? |
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| 03 Aug 2012 03:01 PM |
| No, you need a special hat class called "Accoutrement", which is the user created version of hats. |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:03 PM |
Wait, it wouldn't. player = game.Workspace.Player
p = Instance.new("Part",player) p.Name = "hat" head = player["Head"] if head then p.Position = head.Position p.CFrame = CFrame.new(p.Position) * CFrame.Angles(0,math.pi/4,0) end
^That would work, wouldn't it?^ |
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| 03 Aug 2012 03:04 PM |
| No, because the block would bounce off of the players head after positionning itself. |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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Xnite515
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| Joined: 18 Feb 2011 |
| Total Posts: 22763 |
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| 03 Aug 2012 03:07 PM |
| or anchor it, which will be funny because you couldn't move. |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:10 PM |
player = game.Workspace.Player p = Instance.new("Part",player) p.Name = "hat" head = player["Head"] if head then p.Position = head.Position p.CFrame = CFrame.new(p.Position.X,p.Position.Y+5,p.Position.Z) * CFrame.Angles(0,math.pi/4,0) p.Anchored = true end
lol |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:11 PM |
| I said p.Position.Y+5, so that it would be anchored on the persons head, not in. |
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Xnite515
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| Joined: 18 Feb 2011 |
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| 03 Aug 2012 03:12 PM |
a = Instance.new("Weld") --is there any such thing as headweld a.Parent = p --I think
--i thibk |
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| 03 Aug 2012 03:12 PM |
Would not work. You'd still need a Weld to connect the anchored brick to the head.
The character would be immediately pushed out of the brick unless welded.
-Nick |
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| 03 Aug 2012 03:15 PM |
local name = "" -- insert name here
local p = Instance.new("Part", workspace) p.CanCollide = false local w = Instance.new("Weld", p) w.Part0 = p w.Part1 = workspace[name].Head
There you go |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:15 PM |
function Weld(Part0, Part1) w = Instance.new("Weld") w.Parent = Part0 w.Part0 = Part0 w.Part1 = Part1 end
player = game.Workspace.Player p = Instance.new("Part",player) p.Name = "hat" head = player["Head"] if head then p.Position = head.Position p.CFrame = CFrame.new(p.Position.X,p.Position.Y+2.5,p.Position.Z) * CFrame.Angles(0,math.pi/4,0) p.Anchored = false Weld(p, head) end
^That should work^ |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:24 PM |
| It worked, it just didn't rotate? |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:31 PM |
Hello? -.-
function Weld(Part0, Part1) w = Instance.new("Weld") w.Parent = Part0 w.Part0 = Part0 w.Part1 = Part1 end player = game.Workspace.Player p = Instance.new("Part",player) p.Name = "hat" head = player["Head"] if head then f = 5 p.Position = head.Position x = p.Position.X y = p.Position.Y + 2.5 z = p.Position.Z p.CFrame = CFrame.new(x,y,z) * CFrame.Angles(math.pi/2,math.pi,math.pi + math.pi/2) p.Anchored = false Weld(p, head) end
That's what I have, it works, but it won't rotate, it just covers my head, and it doesn't move ON TOP of my head, just stays there. Can someone help me? |
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| 03 Aug 2012 03:41 PM |
local offsetx, offsety, offsetz = 0, 5, 0 local rotationx, rotationy, rotationz = 0, math.rad(90), 0 local name = "" -- insert name here
local p = Instance.new("Part", workspace) p.CanCollide = false local w = Instance.new("Weld", p) w.Part0 = p w.C1 = CFrame.new(offsetx, offsety, offsetz) * CFrame.Angles(rotationx, rotationy, rotationz) w.Part1 = workspace[name].Head |
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filj
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| Joined: 24 Jul 2012 |
| Total Posts: 72 |
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| 03 Aug 2012 03:48 PM |
When I use that, it makes a floating brick above my head that's really high, and it didn't rotate.
Does CFrame.Angles even work? btw, what's C1? |
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| 03 Aug 2012 04:18 PM |
I made it so it goes really high above your head.
Also the block is rotated 90 degrees, it is inverted. |
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