getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 03:41 AM |
(tl;dr) Models should get the CFrame property.
I want this because it's a pain to put every single brick in the model in a script and renaming them all. It just takes hours.
If models have a CFrame property, you could use that instead of every part's CFrame. Meaning you only have to put the model in the script. The whole model would move and not just like the PrimaryPart.
This idea will save lots of time and might even reduce lag (not sure about the lag part, but I guess :d) |
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getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 04:53 AM |
Acctually, on ROBLOX studio 2013, they added a "CollisionCheck" plugin button.
It is the button with two blue boxes stuck together. Click it.
Now, whenever you move something using the studio plugin tool, all the models/bricks you have selected will turn cancollide for the current moment you are holding it.
So yeah. You can pretty much call it a "Model C-frame".
Hope this helps, plus, this is another reason why ROBLOX studio 2013 is epic. |
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| 24 Mar 2013 05:19 AM |
@buzz
I never used plugins before. Please tell me how to get the plugin. |
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| 24 Mar 2013 05:25 AM |
Acctually.
I'm not the best builder my self.
And I am assuming that plugins are built in tools for studio that can help you build.
Anyways, it's already built in.
It's on the left of the Lock tool and on the right of the rotate tool.
And it's near some magnets.
Remember, it's two blue boxes that have been C-framed together, click it, and you can C-frame anything you drag.
It's really useful. |
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| 24 Mar 2013 05:55 AM |
NOTE: This ONLY works in ROBLOX STUDIO 2013.
If you are still using 1.0 (which I don't know how)
It wont work on it.
ONLY on Studio 2013. |
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getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 06:03 AM |
| No... I mean with scripts, not in build mode itself. |
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| 24 Mar 2013 06:03 AM |
| This can be used in Edit mode too... |
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getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 06:05 AM |
*facepalm*
Imagine I have a gate with 200 bricks and it opens when I click a button. I'd have to put alllll 200 bricks in the script at least twice. But if there was a CFrame property in the gate model, I'd only have to change the model's CFrame to open it.
Usually, if I click a button in a normal server, I don't switch to edit mode to open it. >.> |
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| 24 Mar 2013 06:23 AM |
| I think I know what you mean. Say your making a Sofa move from somewhere in the room to another place, Instead of naming everysingle brick, you just want to put the model name in the script and it all move? |
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getkoed
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| 24 Mar 2013 07:13 AM |
| Support. I have a talkshow and I have these big doors, a right door and a left. And in each door is about 40 bricks. It annoys me having to script each part. |
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| 24 Mar 2013 07:21 AM |
Not fully sure what you mean but. If you mean when you try to c-frame a whole group of bricks, they all move individually then there is a group c-frame option that works just fine. |
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getkoed
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| 24 Mar 2013 08:07 AM |
| Easily scriptable where you only have to name one part. That is, if they all go in the same direction. If not, then you have to name 2, or 3 different names. |
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| 24 Mar 2013 08:10 AM |
local hi= game.Workspace:GetChildren() for i=1, #hi do if hi[i].Name == "Cframedis" then
It would look something like that, could need a bit more. |
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getkoed
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| 24 Mar 2013 08:24 AM |
| No, because you have to put a loop inside that as well, which will make it crash/go to far/etc. Plus, some parts are rotated so they have a different CFrame. |
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| 24 Mar 2013 08:42 AM |
Too bad they don't have the click and drag to select, otherwise, I would select all the items that are in the model then CFrame it.
It doesn't work though :/ |
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getkoed
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| 24 Mar 2013 08:44 AM |
.____________.
It's in the game, not in ROBLOX Studio... |
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Paramore2
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| 24 Mar 2013 09:11 AM |
"*facepalm*
Imagine I have a gate with 200 bricks and it opens when I click a button. I'd have to put alllll 200 bricks in the script at least twice. But if there was a CFrame property in the gate model, I'd only have to change the model's CFrame to open it.
Usually, if I click a button in a normal server, I don't switch to edit mode to open it. >.>"
Easy, put a wild script in the model. Attach it to a pole, make sure the pole has a hinge on the bottom of it. Add a BodyAngularVelocity to it, script it to activate on the click of a button, and it should work fine. You may have to change the BodyAngularVelocity numbers around, depending on size. |
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Paramore2
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getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 12:14 PM |
| Except that wouldn't go through walls |
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| 24 Mar 2013 12:15 PM |
| What would define the original rotation of a model? |
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getkoed
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| Joined: 18 Feb 2010 |
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| 24 Mar 2013 12:25 PM |
| It would work just like in ROBLOX Studio, it rotates everything. |
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| 24 Mar 2013 12:27 PM |
| You know, you could just script it :P |
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