8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 11:47 AM |
It's plaguing the clan world.
I'll be searching for a cure.
(I'm serious).
It seems simple to solve, with a temporary manual removal solution until ROBLOX fixes it. I'll start experimenting. (I guess I will need to create fake lasers, since I am not going to recreate this glitch a hundred times to test it).
"If you want to become a Developer or Innovator for CSA, contact me." |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 11:52 AM |
I'd release it for anyone to use, but you might need to change some specifics with your gun.
"If you want to become a Developer or Innovator for CSA, contact me." |
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| 06 Jan 2013 11:54 AM |
for a second i thought the last word was poop but then i read it
shake shake shake senora shake 11 times work work work senora back in 2 my right and bababa daa |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 12:22 PM |
Hmm...
"If you want to become a Developer or Innovator for CSA, contact me." |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 12:50 PM |
http://www.roblox.com/Laser-Pileup-Remover-item?id=102945517
I finished, but it needs to be tested at a place that is having the issue. Any volunteers?
You'll need to parent all lasers created to a model named "LaserStorage", case and space sensitive, to the Workspace.
When you do that, and if the lasers go to that model, this GUI should allow your HRs and VIPs (Very Important Person(s)) to remove those lasers that get left behind.
This is a rather crude fix to the issue, I am sure there are ways to modify your guns further, but this should work for the most part. The GUI is removed if you're not an HR or a VIP.
"If you want to become a Developer or Innovator for CSA, contact me." |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 12:57 PM |
Bump, send the word out, testers needed.
I am going to explore another solution, that is arguably better, and more versatile.
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:02 PM |
Hmm...
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:09 PM |
I want to research something to prevent this one from having errors if the object is removed normally: [ http://www.roblox.com/Laser-Pileup-Auto-Remover-item?id=102947897 ]
It works though, and quite well in testing. If you pair it with the GUI, I don't think you'll have a problem. You'll just need to edit a few values on top to ensure it works for your place.
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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lolb3
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| Joined: 16 Jan 2010 |
| Total Posts: 2268 |
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| 06 Jan 2013 01:13 PM |
script.Name="LaserRemove" game.Workspace.ChildAdded:connect(function(child) if child~=nil then if child.Name=="LaserPart" then --Laser name here wait(1) child:remove() end end end) |
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| 06 Jan 2013 01:17 PM |
sun there is some scrub with the name "1suntzu1" that seems to have copied your name
"If you're not ready to die for it, put the word 'freedom' out of your vocabulary." -Malcolm X |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:18 PM |
I have never used ypcall before, but it is working...
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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| 06 Jan 2013 01:19 PM |
can't you just make it remove itself after a millisecond or so with like three lines of code max
( ͡° ͜ʖ ͡°) Arcen Council ( ͡° ͜ʖ ͡°) |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:19 PM |
1SunTzu1 and I already had a chat. He contacted me a while ago.
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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8SunTzu8
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| Joined: 30 Sep 2011 |
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| 06 Jan 2013 01:21 PM |
If the gun is removing it too, and you make it in 3 lines, you're skipping steps, and the code will probably error. You also want to be able to use the function over and over.
Perhaps I didn't do it in the best way, but I want to ensure that it works without errors, and removes most, if not all, of the parts.
I do need both of them tested under real conditions. I can remove 1700 bricks in under a second all I want, but under normal conditions, I don't know how they will perform.
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:22 PM |
@lol, what happens if that brick is removed during the time you're waiting?
What happens if it isn't removed? Just like the rest of these guns, removing it might not work every time... Also, you should be using ":Destroy()".
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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PappyJR99
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| Joined: 27 Dec 2009 |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:30 PM |
Bump.
Hmm...
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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| 06 Jan 2013 01:30 PM |
Thanks for taking notice and this issue and making a difference.
People like you are awesome. |
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thea96
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| Joined: 09 Feb 2011 |
| Total Posts: 37634 |
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| 06 Jan 2013 01:32 PM |
Okay lets make all guns shoot 1x1x1 bricks at slow speeds
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:32 PM |
Yeah, but it's partly selfish too, :p
My laptop can't handle all of these extra parts. Hard to raid.
Anyway, I do want to help alleviate the problem, I don't care if someone makes a better remover, as long as I can make one that works and that people can use.
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 06 Jan 2013 01:32 PM |
@the, we can keep using the lasers without problems. :p
Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ] |
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