hunte922
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| Joined: 28 May 2008 |
| Total Posts: 6969 |
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| 21 Nov 2012 05:10 PM |
'Cause it's not against the rules anymore. youtube.com/v/2dQxcLmGx_Y Here you go. |
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hunte922
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| Joined: 28 May 2008 |
| Total Posts: 6969 |
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| 21 Nov 2012 05:11 PM |
I can be so stupid sometimes... youtube.com/watch?v=2dQxcLmGx_Y You'll need the description to know how to download it. |
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xSIXx
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| Joined: 06 Aug 2010 |
| Total Posts: 9202 |
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| 21 Nov 2012 05:12 PM |
"HotThoth and hunte922's"
i have a feeling that hotthoth made it all and you recolored some GUIs or something |
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thumper10
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| Joined: 17 Apr 2009 |
| Total Posts: 3304 |
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| 21 Nov 2012 05:14 PM |
Or, just make your own. Then you don't feel "dirty".
= C# All Day Everyday = |
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hunte922
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| Joined: 28 May 2008 |
| Total Posts: 6969 |
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| 21 Nov 2012 05:18 PM |
| I used some coding from HotThoth's console CFramer and I added it to the common CFrame plugin, while adding an option for both manual and freehand CFrame. |
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thumper10
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| Joined: 17 Apr 2009 |
| Total Posts: 3304 |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 21 Nov 2012 08:21 PM |
Nah, I didn't touch any gui stuff, only command-line things for me; looks useful :).
- HotThoth
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 21 Nov 2012 08:34 PM |
Nice. :)
Try using gloo like Anaminus to create a dockable GUI with more functions. Actually, I took HotThoth's system, and grabbed the scale function out of it, and spliced it into CmdUtl. :) |
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| 22 Nov 2012 08:48 AM |
| I am actually trying to add the ability to CFrame models in my little plugin. I can't quite figure out how to do it. |
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hunte922
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| Joined: 28 May 2008 |
| Total Posts: 6969 |
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| 25 Nov 2012 08:24 PM |
I remember a while back trying to send the youtube link to you, HotThoth, and then getting banned for it. It's kind of ironic youtube links are allowed now.. |
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| 26 Nov 2012 02:17 PM |
| great job and the gui is looking good 2 |
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| 27 Nov 2012 02:19 AM |
| I bet I could make a mean CFraming plugin, any experienced builders have requests? I thought that having the rotation snap to where the vertexes intersect nearby surfaces would be useful to people, and also selecting a point of rotation, or even choosing an oblique axis to turn around. |
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HotThoth
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| Joined: 24 Aug 2010 |
| Total Posts: 1176 |
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| 27 Nov 2012 12:48 PM |
Yeah; since you can access functions defined in a plug-in from the command-line in studio (with a little extra work), it means you can actually create studio commands which can interact with the mouse. It's a bit tricky/convoluted currently, but as a proof-of-concept, I've made an improved "selector" tool, so that you can select top-level models (as the tool currently does), or if you hold down Ctrl it will instead select the parts you are clicking on (or dragging over) instead of some giant model you really didn't want to select. That's something that's always bugged me about studio. I'll try to add a little more polish and then publish the script, but the ability to combine both plug-in and command-line contexts gives more power to the studio tool-maker than ever before.
- HotThoth |
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hunte922
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| Joined: 28 May 2008 |
| Total Posts: 6969 |
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| 27 Nov 2012 04:51 PM |
Would you like me to add that new "selector" tool function you made to the UCF plugin? (ctrl+click single brick selection)
Also, when you release that script/plugin, is it going to be a modification of your Advanced Positioning Functions script or the UCF plugin? |
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| 27 Nov 2012 09:00 PM |
Wait, offsite links aren't against the rules????
Uh, HotThoth, I'm pretty sure I got a warning for an offsite link; can you look into that? Or are they still against the rules? |
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| 27 Nov 2012 10:29 PM |
@nick
http://www.roblox.com/Forum/ShowPost.aspx?PostID=82418852
--- We're all immortal. We're just stuck in full screen. - Corecii |
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Snoxicle
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| Joined: 17 Nov 2012 |
| Total Posts: 187 |
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