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| 01 Mar 2013 10:51 PM |
Your going to need this model to test it: http://www.roblox.com/Cells-item?id=108251069
Script: ----------------------------------------------------Maze Demensions local MazeLong = 40 local MazeWide = 40 local StartPoint = Vector3.new(0, 0, 0) -- This is 0,0,0 in workspace I think. local EndPoint = Vector3.new(0, 0, 800) -- x, y, z ----------------------------------------------------Maze Parts local StartingPart = game.Lighting.Starting:Clone() StartingPart.Name = "StartingPart" local EndingPart = game.Lighting.Ending:Clone() EndingPart.Name = "EndingPart" local CornerPart = game.Lighting.Corner:Clone() CornerPart.Name = "CornerPart" local StraightPart = game.Lighting.Straight:Clone() StraightPart.Name = "StraightPart" local TsectionPart = game.Lighting.Tsection:Clone() StraightPart.Name = "TsectionPart" ---------------------------------------------------------------------------------------------- local maze = Instance.new("Model") maze.Parent = workspace maze.Name = "Map" print("Map Model Made") ---------------------------------------------------------------------------------------------- function MakeMaze() Start = StartingPart:TranslateBy(Vector3.new(StartPoint)) --Start End = EndingPart:TranslateBy(Vector3.new(EndPoint)) --End end ---------------------------------------------------------------------------------------------- MakeMaze()
No output or response...
Am I doing something wrong? |
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| 01 Mar 2013 10:53 PM |
| You're not doing anything with 'Start' or 'End' in your function. What does TranslateBy do, anyway? |
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| 01 Mar 2013 10:57 PM |
:TranslateBy() moves the whole model to those cords.
Um, what would I do to make Start and End become active? |
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| 01 Mar 2013 11:31 PM |
| A bit complex to me sorry, i'm new. |
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robotmega
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| Joined: 16 May 2009 |
| Total Posts: 14084 |
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| 01 Mar 2013 11:35 PM |
| Replace translate by to MoveTo |
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robotmega
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| Joined: 16 May 2009 |
| Total Posts: 14084 |
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| 01 Mar 2013 11:35 PM |
| Replace translate by to MoveTo |
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