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| 30 Jan 2013 05:28 PM |
I have been trying to clone and delete maps to make a working map changer for my in-progress game (randomized), but I am a scripting learner who knows quite a lot about scripting, but there are little things like this that I've learned but still have issues with.
Help would be appricated, thanks for reading.
Also, if I make a reply to this thread that says: "Thanks for your help, I fixed my issue", then don't reply anymore, I've fixed it.
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| 30 Jan 2013 05:49 PM |
SOmething like this O.o map1 = "Map name" map2 = "Map name" map3 = "Map name" map4 = "Map name" rand = Math.Random = (1,4) if rand == 1 then game.Lighting.map1. -- i made error, it would go something like that. too lazy XD. Btw insert the maps into Lighting.
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| 30 Jan 2013 06:00 PM |
Put all the maps into a model in Lighting called "Maps". Change "pos" to where you want the center of the map to be, and "waitTime" to how long you want the script to wait before changing the map. Untested, btw :3
local pos = Vector3.new(0, 100, 0) -- 100 studs in the air local waitTime = 200 -- How long to wait before changing maps (seconds) local maps = game.Lighting.Maps:GetChildren() local map = maps[1]:clone() map1.Parent = game.Workspace
while (wait(waitTime)) do map:Destroy() map = maps[math.random(#maps)]:clone() map.Parent = game.Workspace map:MoveTo(pos) end
Wiki Profile: http://wiki.roblox.com/index.php/User:Nelson |
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| 30 Jan 2013 06:08 PM |
Why don't you try them out?
Wiki Profile: http://wiki.roblox.com/index.php/User:Nelson |
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| 30 Jan 2013 10:15 PM |
| Just logged on again, I am going to try them out now. |
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