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patrickbsoccerboy is not online. patrickbsoccerboy
Joined: 08 Nov 2007
Total Posts: 4936
21 Mar 2013 09:54 PM
SO PROUD! :D


--Lua Graphic Calculator
--Created by Patrickbsoccerboy
--Set Variables
Config = game.Workspace.Configuration
Slope = Config.Slope.Value
YIntercept = Config.YIntercept.Value
YIntercept = (YIntercept * 1.2)
Middle = game.Workspace.Lines.Base
Middle.CFrame = CFrame.new(-1.5, 23.4, 0.5)
ShowBrick = Config.ShowBricks.Value
Slope = (Slope*1)
IsA = Config.IsAParabola.Value
MiddleX = Middle.CFrame.X
MiddleY = Middle.CFrame.Y
MiddleZ = Middle.CFrame.Z
--End of variables
--Check for Variables
print("Making sure all variables are here.")
if (Config.Parent == nil) then
print("Config missing!")
if (Slope.Parent == nil) then
print("Slope missing!")
if (SlopeNegative.Parent == nil) then
print("Slope Bool missing!")
if (YIntercept.Parent == nil) then
print("Y intercept missing!")
if (YInterceptNegative.Parent == nil) then
print("Y intercept Bool missing!")
end
end
end
end
end
print("All here.")
wait()
--End of check
--Start work
Middle.CFrame = CFrame.new(-2.5, 23.4, 0.5)
print("Starting.")
if (IsA == false) then
for i = 1,2 do
if i == 1 then
Brick = Instance.new("Part")
Brick.Name = "Position "..i..""
Brick.Parent = game.Workspace
Brick.Anchored = true
print(Brick.Name)
print("Making Slope Intercept.")
Brick.CFrame = CFrame.new(MiddleX, (MiddleY + YIntercept), MiddleZ)
Brick.Size = Vector3.new(1,1,1)
else
Brick2 = Instance.new("Part")
Brick2.Name = "Position "..i..""
Brick2.Parent = game.Workspace
Brick2.Anchored = true
print(Brick2.Name)
Brick2.CFrame = CFrame.new(Brick.CFrame.X, (Brick.CFrame.Y + Slope), (Brick.CFrame.Z - 1.2))
Brick2.Size = Vector3.new(1,1,1)
end
end
else
for i = 1,3 do
if i == 1 then
Brick3 = Instance.new("Part")
Brick3.Name = "Position "..i..""
Brick3.Parent = game.Workspace
Brick3.Anchored = true
print(Brick3.Name)
Brick3.CFrame = CFrame.new(Brick.CFrame.X, (Brick.CFrame.Y + Slope), (Brick.CFrame.Z - 1.2))
Brick3.Size = Vector3.new(1,1,1)
elseif i == 2 then
Brick4 = Instance.new("Part")
Brick4.Name = "Position "..i..""
Brick4.Parent = game.Workspace
Brick4.Anchored = true
print(Brick4.Name)
Brick4.CFrame = CFrame.new(Brick.CFrame.X, (Brick.CFrame.Y + Slope), (Brick.CFrame.Z - 1.2))
Brick4.Size = Vector3.new(1,1,1)
else
Brick5 = Instance.new("Part")
Brick5.Name = "Position "..i..""
Brick5.Parent = game.Workspace
Brick5.Anchored = true
print(Brick5.Name)
Brick5.CFrame = CFrame.new(Brick.CFrame.X, (Brick.CFrame.Y + Slope), (Brick.CFrame.Z - 1.2))
Brick5.Size = Vector3.new(1,1,1)
end
end
end

--End of Work
--Start making beams (code thanks to the wiki)
local distance = (Brick.CFrame.p - Brick2.CFrame.p).magnitude
local rayPart = Instance.new("Part", game.Workspace)
rayPart.Name = "RayPart"
rayPart.BrickColor = BrickColor.new("Really red")
rayPart.Transparency = 0
rayPart.Anchored = true
rayPart.CanCollide = false
rayPart.TopSurface = Enum.SurfaceType.Smooth
rayPart.BottomSurface = Enum.SurfaceType.Smooth
rayPart.formFactor = Enum.FormFactor.Custom
rayPart.Size = Vector3.new(0.2, 0.2, (distance + 35))
rayPart.CFrame = CFrame.new(Brick.CFrame.p, Brick2.CFrame.p) * CFrame.new(0, 0, -distance/2)
--Beam Finished
--Check if Parabola
if (ShowBrick == false) then
Brick.Transparency = 1
Brick2.Transparency = 1
end
--Done with all
--Made by Patrickbsoccerboy


#cut4patrick
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
21 Mar 2013 10:00 PM
Half of that script is just setting properties for Parts.
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TheCrunchyMuffin is not online. TheCrunchyMuffin
Joined: 05 Jun 2011
Total Posts: 449
21 Mar 2013 10:09 PM
redundant, it is ~yoda
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
21 Mar 2013 11:00 PM
Sorry to break the news... But here's a brief script I wrote that graphs complex functions with the terrain.


    --Terrain Grapher By xXxMoNkEyMaNxXx
    local clearterrain=true
    local wedgecells=true
    local chunksize=Vector2.new(32,32)
    local window=Vector2.new(192,192)
    local scale=Vector3.new(16,1,16)
    local origin=Vector3.new(0,0,0)
    
    local next=next
    local unpack=unpack
    
    local min=math.min
    local max=math.max
    local ceil=math.ceil
    local floor=math.floor
    
    --Complex Number Library by xXxMoNkEyMaNxXx (_G.cmath)
    
    local type=type
    local select=select
    local tonumber=tonumber
    local tostring=tostring
    local setmetatable=setmetatable
    
    local e=math.exp(1)
    local pi=math.pi
    local abs=math.abs
    local exp=math.exp
    local log=math.log
    local cos=math.cos
    local sin=math.sin
    local cosh=math.cosh
    local sinh=math.sinh
    local sqrt=math.sqrt
    local atan2=math.atan2
    
    local forget=1e-14--Forget ridiculously small values. Remove if you want to keep all values. (Not recommended for sanity, shouldn't make a difference in performance or output.)
    --The reason that this is here is because i^2 yields -1+0.0000000000000001i, and (-1)^0.5 yields 0.00000000000000006+i. (Should be just -1 and i)
    
    local function istype(c)
        local t=type(c)
        return t=="table" and c.type or t
    end
    
    local complex_mt
    --Locally used and desirable functions--
    local function re(n)
        local t=type(n)
        return t=="table" and (n.re or 0) or t=="number" and n or 0
    end
    
    local function im(n)
        return type(n)=="table" and n.im or 0
    end
    
    local function complex(re,im)
        if forget then
            if re and abs(re)<=forget then
                re=0
            end
            if im and abs(im)<=forget then
                im=0
            end
        end
        return setmetatable({re=re or 0,im=im or 0,type="complex"},complex_mt)
    end
    
    local function rect(r,phi)--r*e^(i*phi) -> x+iy
        return complex(r*cos(phi),r*sin(phi))
    end
    
    local function arg(z)--Lol, no documentation
        return atan2(im(z),re(z))
    end
    
    local function ln(c)--Natural logarithm
        local r1,i1=re(c),im(c)
        return complex(log(r1^2+i1^2)/2,atan2(i1,r1))
    end
    -----------------------------------------
    
    --Complex number metatable--
    complex_mt={
        __add=function(c1,c2)
            return complex(re(c1)+re(c2),im(c1)+im(c2))
        end,
        __sub=function(c1,c2)
            return complex(re(c1)-re(c2),im(c1)-im(c2))
        end,
        __mul=function(c1,c2)
            local r1,i1,r2,i2=re(c1),im(c1),re(c2),im(c2)
            return complex(r1*r2-i1*i2,r1*i2+r2*i1)
        end,
        __div=function(c1,c2)
            local r1,i1,r2,i2=re(c1),im(c1),re(c2),im(c2)
            local rsq=r2^2+i2^2
            return complex((r1*r2+i1*i2)/rsq,(r2*i1-r1*i2)/rsq)
        end,
        __pow=function(c1,c2)--Aww ye
            local r1,i1,r2,i2=re(c1),im(c1),re(c2),im(c2)
            local rsq=r1^2+i1^2
            if rsq==0 then--Things work better like this.
                if r2==0 and i2==0 then
                    return 1
                end
                return 0
            end
            local phi=atan2(i1,r1)
            return rect(rsq^(r2/2)*exp(-i2*phi),i2*log(rsq)/2+r2*phi)
        end,
        __unm=function(c)
            return complex(-re(c),-im(c))
        end,
        __tostring=function(c)
            local r,i=re(c),im(c)
            if i==0 then
                return tostring(r)
            elseif r==0 then
                if i==1 then
                    return "i"
                elseif i==-1 then
                    return "-i"
                end
                return i.."i"
            elseif i<​0 then
                if i==-1 then
                    return r.."-i"
                end
                return r..i.."i"
            else
                if i==1 then
                    return r.."+i"
                end
                return r.."+"..i.."i"
            end
        end
    }
    ----------------------------
    
    --Allow complex arguments for regular math functions with cmath namespace--
    --Note that all these functions still work for regular numbers!
    --The added bonus is that they can handle things like (-1)^0.5. (=i)
    
    local i=complex(0,1)
    local cmath={e=e,i=i,pi=pi,re=re,im=im,complex=complex,arg=arg,rect=rect,ln=ln}
    _G.cmath=cmath
    
    function cmath.abs(c)--This always returns a pure real value
        return sqrt(re(c)^2+im(c)^2)
    end
    
    function cmath.diff(c)
        return re(c)^2-im(c)^2
    end
    
    function cmath.exp(c)
        return e^c
    end
    
    function cmath.sqrt(c)
        local num=istype(c)=="complex" and c^0.5 or complex(c)^0.5
        if im(num)==0 then
            return re(num)
        end
        return num
    end
    
    --Trig functions
    function cmath.sin(c)
        local r,i=re(c),im(c)
        return complex(sin(r)*cosh(i),cos(r)*sinh(i))
    end
    function cmath.cos(c)
        local r,i=re(c),im(c)
        return complex(cos(r)*cosh(i),sin(r)*sinh(i))
    end
    function cmath.tan(c)
        local r,i=2*re(c),2*im(c)
        local div=cos(r)+cosh(i)
        return complex(sin(r)/div,sinh(i)/div)
    end
    
    --Hyperbolic trig functions
    function cmath.sinh(c)
        local r,i=re(c),im(c)
        return complex(cos(i)*sinh(r),sin(i)*cosh(r))
    end
    function cmath.cosh(c)
        local r,i=re(c),im(c)
        return complex(cos(i)*cosh(r),sin(i)*sinh(r))
    end
    function cmath.tanh(c)
        local r,i=2*re(c),2*im(c)
        local div=cos(i)+cosh(r)
        return complex(sinh(r)/div,sin(i)/div)
    end
    
    --Caution! Mathematical laziness beyond this point!
    
    --Inverse trig functions
    function cmath.asin(c)
        return -i*ln(i*c+(1-c^2)^0.5)
    end
    function cmath.acos(c)
        return pi/2+i*ln(i*c+(1-c^2)^0.5)
    end
    function cmath.atan(c)
        local r2,i2=re(c),im(c)
        local c3,c4=complex(1-i2,r2),complex(1+r2^2-i2^2,2*r2*i2)
        return complex(arg(c3/c4^0.5),-ln(cmath.abs(c3)/cmath.abs(c4)^0.5))
    end
    function cmath.atan2(c2,c1)--y,x
        local r1,i1,r2,i2=re(c1),im(c1),re(c2),im(c2)
        if r1==0 and i1==0 and r2==0 and i2==0 then--Indeterminate
            return 0
        end
        local c3,c4=complex(r1-i2,i1+r2),complex(r1^2-i1^2+r2^2-i2^2,2*(r1*i1+r2*i2))
        return complex(arg(c3/c4^0.5),-ln(cmath.abs(c3)/cmath.abs(c4)^0.5))
    end
    
    --Inverse hyperbolic trig functions. Why do they all look different but give correct results!? e.e
    function cmath.asinh(c)
        return ln(c+(1+c^2)^0.5)
    end
    function cmath.acosh(c)
        return 2*ln((c-1)^0.5+(c+1)^0.5)-log(2)
    end
    function cmath.atanh(c)
        return (ln(1+c)-ln(1-c))/2
    end
    
    --Miscellaneous functions
    function cmath.zeta(s,a)
        local sum=0
        for n=a,accuracy or 10000 do
            sum=sum+n^-s
        end
        return sum
    end
    
    --End of non-optimized terrors.
    
    --Linear integration, evenly spaced slices
    --f=function(x),low=0,high=100,slices=10000
    function cmath.lintegrate(f,H,L,n)
        n=n or floor(10*sqrt(H))
        L=L or 0
        local LH=H-L
        local A=(f(L)+f(H))/2
        for x=1,n-1 do
            A=A+f(L+LH*x/n)
        end
        return LH*A/n
    end
    
    --cmath.log: Complex base logarithm! One argument (z=c1) gives log(z). Two arguments (b=c1,z=c2) gives log_b(z), which is identical to log(c2)/log(c1).
    function cmath.log(c2,c1)
        local r1,i1=re(c1),im(c1)
        local r2,i2=re(c2),im(c2)
        local r3,i3=log(r1^2+i1^2)/2,atan2(i1,r1)
        local r4,i4=log(r2^2+i2^2)/2,atan2(i2,r2)
        local rsq=r4^2+i4^2
        return complex((r3*r4+i3*i4)/rsq,(r4*i3-r3*i4)/rsq)
    end
    
    cmath.pow=complex_mt.__pow
    ---------------------------------------------------------------------------
    
    --These are just some useful tools when working with complex numbers.--
    
    --cmath.polar: x+iy -> r*e^(i*phi) One complex argument, or two real arguments can be given.
    --This is basically return cmath.abs(z),cmath.arg(z)
    function cmath.polar(cx,oy)
        local x,y
        if oy then
            x,y=cx,oy
        else
            x,y=re(cx),im(cx)
        end
        return sqrt(x^2+y^2),atan2(y,x)
    end
    
    --cmath.cx: Define complex numbers from a string.
    function cmath.cx(a,b)
        local r,i=0,0
        if type(a)=="string" and type(b)=="nil" then
            local query=a:gsub("[^%d.+-i]","")
            if #query>0 then
                for sgn,im in query:gmatch'([+-]*)(%d*%.?%d*)i' do
                    i=i+(-1)^select(2,sgn:gsub("-",""))*(tonumber(im) or 1)
                end
                for sgn,re in query:gsub("[+-]*%d*%.?%d*i",""):gmatch'([+-]*)(%d*%.?%d*)()' do
                    r=r+(-1)^select(2,sgn:gsub("-",""))*(tonumber(re) or #sgn>0 and 1 or 0)
                end
            end
        else
            r,i=tonumber(a) or 0,tonumber(b) or 0
        end
        if forget then
            if abs(r)<=forget then
                r=0
            end
            if abs(i)<=forget then
                i=0
            end
        end
        return complex(r,i)
    end
    -----------------------------------------------------------------------
    
    --Globalize.
    _G.cmath=cmath
    
    local cabs=cmath.abs
    
    function cdiff(c)
        local a=re(c)^2-im(c)^2
        return a<​0 and -sqrt(-a) or sqrt(a)
    end
    
    
    
    local t=workspace.Terrain
    local s=t.SetCell
    
    do
        local pow=2
        function ellipsoid(x,z,v)
            return -(1-x^pow-z^pow)^(1/pow)
        end
    end
    
    do
        local period=2*pi/256
        function sinusoid(x,z)
            return cmath.sin((x^2+z^2)^0.5*period+atan2(re(z),re(x))/2)^2
        end
    end
    
    do
        function paraboloid(x,z)
            return x^2+z^2
        end
    end
    
    do
        function hyperbola(x,z)
            return x^2-z^2
        end
    end
    
    do
        function xpowz(x,z)
            return x^z
        end
        function xplusz(x,z)
            return x^x+z^z
        end
    end
    
    local f=xpowz
    local eq=function(x,z,v)
        local y=f(complex((x-origin.x)/scale.x),complex((z-origin.z)/scale.z),v)
        if y then
            return floor(0.5+origin.y+scale.y*cdiff(y))
        end
    end
    
    local function min4(a,b,c,d)
        if a and (not b or a<​b) and (not c or a<​c) and (not d or a<​d) then
            return a
        end
        if b and (not c or b<​c) and (not d or b<​d) then
            return b
        end
        if c and (not d or c<​d) then
            return c
        end
        return d
    end
    
    local function add(a,b)
        return a and a+b
    end
    
    local function chunk(chx,chy,wedge)
        local max_y=0
        local one=wedge and 0 or 1
        for x=chx*chunksize.x,(chx+1)*chunksize.x-1 do
            for z=chy*chunksize.y,(chy+1)*chunksize.y-1 do
                local v={}
                v[#v+1]=eq(x+1,z )
                v[#v+1]=eq(x ,z+1)
                v[#v+1]=eq(x-1,z )
                v[#v+1]=eq(x ,z-1)
                if wedge then
                    v[#v+1]=eq(x+1,z+1)
                    v[#v+1]=eq(x-1,z+1)
                    v[#v+1]=eq(x-1,z-1)
                    v[#v+1]=eq(x+1,z-1)
    
                    v[#v+1]=eq(x+2,z+2)
                    v[#v+1]=eq(x+2,z+1)
                    v[#v+1]=eq(x+2,z )
                    v[#v+1]=eq(x+2,z-1)
                    v[#v+1]=eq(x+2,z-2)
                    v[#v+1]=eq(x+1,z-2)
                    v[#v+1]=eq(x ,z-2)
                    v[#v+1]=eq(x-1,z-2)
                    v[#v+1]=eq(x-2,z-2)
                    v[#v+1]=eq(x-2,z-1)
                    v[#v+1]=eq(x-2,z )
                    v[#v+1]=eq(x-2,z+1)
                    v[#v+1]=eq(x-2,z+2)
                    v[#v+1]=eq(x-1,z+2)
                    v[#v+1]=eq(x ,z+2)
                    v[#v+1]=eq(x+1,z+2)
                end
                if #v>0 then
                    local py=min(eq(x,z,true),64)
                    local low=max(0,min(py,one+min(unpack(v))))
                    for y=low,py do
                        s(t, x,y,z, 1,0,0)
                    end
                    max_y=max(max_y,py)
                else
                    local y=eq(x,z)
                    if y then
                        s(t, x,min(y,64),z, 1,0,0)
                        max_y=max(max_y,min(y,64))
                    end
                end
            end
        end
        return max_y
    end
    
    local function go(w)
        local max_y=0
        local gsx,gsy=floor(window.x/chunksize.x),floor(window.y/chunksize.y)
        for y=-gsy,gsy do
            for x=-gsx,gsx do
                max_y=max(max_y,chunk(x,y,w))
                wait(0.1)
            end
        end
        wait(0.1)
        if w then
            t:AutowedgeCells(Region3int16.new(Vector3int16.new(-window.x,0,-window.y),Vector3int16.new(window.x+1,max_y,window.y+1)))
        end
    end
    if clearterrain then
        t:Clear()
    end
    go(wedgecells)

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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
21 Mar 2013 11:19 PM
I'm sorry, but you'll have to beat my 4900 line monster first.... You can find it here:

http://www.roblox.com/Trade-Enterprise-place?id=86053530

And Monkey's CAS system kind of beats yours too. Still, very nice.

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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
21 Mar 2013 11:40 PM
Oh, I thought it said "Longest Script Ever Written" versus "Longest Script I've ever written"

In which case, congratulations (enjoy my out-of-context statements above).
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Garnished is not online. Garnished
Joined: 09 Apr 2012
Total Posts: 12695
21 Mar 2013 11:45 PM
I have a 3.5k line monster for parkour run physics.
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
22 Mar 2013 12:33 AM
Seben tousand line paintball gaim :3
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
22 Mar 2013 12:35 AM
That's not my CAS... it's my complex number library with a terrain grapher...
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oxcool1 is not online. oxcool1
Joined: 05 Nov 2009
Total Posts: 15444
22 Mar 2013 01:41 AM
many MANY useless unneeded lines...
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Candymaniac is not online. Candymaniac
Joined: 08 Oct 2009
Total Posts: 8985
22 Mar 2013 02:20 AM
The most I actually write is about 2500 lines...
I don't really want to make the whole game on one script and make the script longer since it'll make it harder to read.

☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞
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awsumpwner27 is not online. awsumpwner27
Joined: 03 Sep 2011
Total Posts: 4389
22 Mar 2013 02:27 AM
I don't have much use for anything over 500 lines.
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
22 Mar 2013 02:49 AM
I rarely go over 500...

I honestly don't know how people end up with 5000 lines. I can get the same thing done in 10 times less code :l

Why is it a contest to see who can write the most lines in a script? More lines = bad
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xXxMoNkEyMaNxXx is not online. xXxMoNkEyMaNxXx
Joined: 03 Oct 2008
Total Posts: 3120
22 Mar 2013 02:55 AM
Did you ever think that maybe more lines can also mean more features? Yes, you can write it in 10 times less lines, but you have to write ten lines on each line without pressing enter. When I think of lines, I think of properly tabbed non-condensed into one line code. I have some functions in my code that I write on one line, but it's usually because it's a short function I'm assigning to an index of a table. If you look through my scripts, there's not too much room for "inefficiency", every line does something.
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
22 Mar 2013 05:24 AM
Number of lines doesn't really affect anything. Some GUIs I have made use a lot of lines, but each function is relatively small and does the job efficiently. The GUI just has many features.

One I'm working on now has reached 800 lines. Nothing compared to the monsters here, but I haven't needed that many.

Maybe the complicated holo facility I'm looking to build might reach over 1000. (Instead of one room, it uses 4, even if that's only a few extra lines of code, the system will be comprehensive).

"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
22 Mar 2013 06:27 AM
We should really have a 'standard line' convention.
For example, we can spread out tables over many many lines, but a standard line for a table would contain the whole thing.
And you can make strings that are huge but a standard line would have 1 string in, so that massive multi-line string is one standard line.
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SN0X is not online. SN0X
Joined: 24 Oct 2011
Total Posts: 7277
22 Mar 2013 08:04 AM
Prehistoric can I make u a 10k post in off topic plz

PM me wen ur there ok

idk
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
22 Mar 2013 08:51 AM
Yeah, sorry for off topics, but this is relevant.

http://www.roblox.com/Forum/ShowPost.aspx?PostID=92469274
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Tenal is not online. Tenal
Joined: 15 May 2011
Total Posts: 18684
22 Mar 2013 08:56 AM
Honestly, I've always wanted to hit a couple thousand lines in my scripts. However, I never partake in a project that big.
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itunes89 is not online. itunes89
Joined: 19 Jan 2011
Total Posts: 1957
22 Mar 2013 09:27 AM
Same for me, I've written some big projects, but rarely go over 1 thousand. I do however create a lot of very small and efficient functions.
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TeamDman is not online. TeamDman
Joined: 04 Dec 2009
Total Posts: 897
22 Mar 2013 02:00 PM
6622 line administrative command script.
209883 characters

I like making admin scripts <​3
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1waffle1 is not online. 1waffle1
Joined: 16 Oct 2007
Total Posts: 16381
22 Mar 2013 02:05 PM
7,000 line do-whatever-I-want-to script, seamless client-server communication, about 1.5 million characters worth of revisions.
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royalteeth is not online. royalteeth
Joined: 14 Mar 2013
Total Posts: 147
22 Mar 2013 02:33 PM
So much code!
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