LOLDarth
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| Joined: 19 Jun 2012 |
| Total Posts: 59 |
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| 30 Sep 2012 08:22 PM |
How can I do this? You know how in Pokemon, they have the tall grass... I want to do something like that buuuut the script I wrote is really buggy... So instead of checking to see if the humanoid is running, I want to make it so it detects every 4 studs I move. 4 FULL STUDS.. Just tell me the events, properties, methods, etc for doing this; I can do the rest. |
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crusada91
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| Joined: 04 Sep 2010 |
| Total Posts: 684 |
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| 30 Sep 2012 08:24 PM |
| Just use a mesh? Or you can put 4 in a model, put a model on a script, and add a debounce, so ontouched each of them and make them all move? |
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LOLDarth
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| Joined: 19 Jun 2012 |
| Total Posts: 59 |
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| 30 Sep 2012 08:26 PM |
| I am putting the script inside my right leg to reduce the amount of scripts |
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crusada91
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| Joined: 04 Sep 2010 |
| Total Posts: 684 |
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| 30 Sep 2012 08:28 PM |
Either way you only need one
Model .Script ..Part1 ..Part2 ..Part3 ..Part4
Script.Source:
function Grass() --Code end
script.Parent["Part1"].Touched:connect(Grass) script.Parent["Part2"].Touched:connect(Grass) script.Parent["Part3"].Touched:connect(Grass) script.Parent["Part4"].Touched:connect(Grass) |
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LOLDarth
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| Joined: 19 Jun 2012 |
| Total Posts: 59 |
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| 30 Sep 2012 08:30 PM |
Well I'm gonna have like a lot of grass... so would that be the best option? a script in each patch of grass? AND I'm gonna make the leg detect the town/area it's in soon - which is the easier part. |
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crusada91
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| Joined: 04 Sep 2010 |
| Total Posts: 684 |
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| 30 Sep 2012 08:32 PM |
| I forgot about the debounce. prevent glitches |
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LOLDarth
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| Joined: 19 Jun 2012 |
| Total Posts: 59 |
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| 30 Sep 2012 08:34 PM |
| Yeah I know that. But is it the best option? I'm gonna have a lot of grass and I prefer one big patch of grass with a texture on it instead of multiple patches |
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