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Re: Scale for weapons in-game

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RA2lover is not online. RA2lover
Joined: 09 Nov 2008
Total Posts: 1254
08 Sep 2012 11:45 AM
As you might know if you tried to built a real-scale structure, the average roblox character is huge. assuming the character is 1.7m tall we'd get a scale of 3 studs = 1 meter. however, making weapons with this scale is a huge problem.

Taking as reference Glock's website, a Glock 17 would be sized in-game as a 0.1x0.4x0.6, which is ridiculously small for the character. an AK-47 would be 2.6 studs long - stock included.

real scale is too small for roblox.

here comes the discussion: which scale would you use when building weapons?
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johnnydeath2011 is not online. johnnydeath2011
Joined: 10 Oct 2011
Total Posts: 557
08 Sep 2012 12:26 PM
Don't go based on a scale and math, just build like I would.
No one builds perfect and no one ever will.
Go to my places and go to "Johnny's Labs"
I built the guns that are there. Not perfect, right?



-=-[{- Dr. Leonard L. Church of Project Freelancer -}]-=-
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scacman1967 is not online. scacman1967
Joined: 06 Aug 2011
Total Posts: 9288
08 Sep 2012 01:54 PM
I'm no scriptor but I have seen a similar problem like this. There is a solution.
Basically you would use math.huge in the script and this will allow you to go to the finest increments.

Ultralegomaster gave us this script somewhere in this forum, I will try to find it.

I may be totally wrong ,which is a norm for me when it comes to scripting, but at least I'm trying.
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RA2lover is not online. RA2lover
Joined: 09 Nov 2008
Total Posts: 1254
08 Sep 2012 02:05 PM
as a scripter who knows double floating point precision, i don't think math.huge would allow it. and to make matters worse, roblox saves stuff in normal floating points, and this is a disaster.
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johnnydeath2011 is not online. johnnydeath2011
Joined: 10 Oct 2011
Total Posts: 557
08 Sep 2012 03:13 PM
That's Roblox for you.



-=-[{- Dr. Leonard L. Church of Project Freelancer -}]-=-
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