yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 06 May 2013 04:28 AM |
function _G.LoadPart(ObjectValue,Model) local Part = ObjectValue.Value:clone() if Model ~= nil then Part.Parent = Model else Part.Parent = Workspace end end
function _G.UnLoadPart(Part,Model) local ObjectValue = Instance.new("ObjectValue") ObjectValue.Value = Part if Model ~= nil then ObjectValue.Parent = Model else ObjectValue.Parent = Workspace end Part:Destroy() --The Problem Comes here end
for some reason, The ObjectValue.Value becomes nil when the original part is destroyed.
as seen here: http://www.roblox.com/Forum/ShowPost.aspx?PostID=96906583
I dont think the advanced scripters that have more expirience with the RBX system are there right now.
So I came here, I dont need a script fix, just an explanation why it is like that. |
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| 06 May 2013 04:34 AM |
http://wiki.roblox.com/index.php/Destroy
It might help to read more about the Instance::Destroy method, considering it's a one way method for getting rid of objects from ROBLOX.
Once an object is destroyed, you can't use it again. |
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yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 06 May 2013 04:36 AM |
| I had that theory, Didnt check it because someone told me it did not destroy connections as well, thanks anyways! |
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yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 06 May 2013 04:39 AM |
| wait, then what function can I use? or rather say, Should I use? |
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| 06 May 2013 04:41 AM |
| I'm not sure if using .Parent = nil will allow you to keep the object stored in an ObjectValue, but you could try that. |
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yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 06 May 2013 04:43 AM |
| Does not work, well im off telling telamon a few words of advice on twitter then. |
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| 06 May 2013 04:46 AM |
I'm curious as to why you don't just store the said part in a global variable for later use? That way if you want to "Load" it you just clone it and then destroy the clone when appropriate.
Much easier than trying to store it in an ObjectValue. |
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yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 06 May 2013 04:51 AM |
I want to make a chunk system, I want to see if I could get roblox to preety much remember millions of parts and loading the correct chunk of them if i want.
I cant predict what my chunks will have, also it would take me literal 100's of years to write down so much code so it will make a chunks system. since most parts will be unloaded most of the time, I wont be able to reassign new data to a small number of global variable's.
thats all I can do with my scripting knowledge of RBX.Lua |
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| 06 May 2013 04:55 AM |
| That's where tables come in handy, mate. c: |
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yoyoman2
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| Joined: 07 Mar 2009 |
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| 06 May 2013 04:58 AM |
i guess, tell me mate.
can tables hold object values? |
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toshir0z
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| Joined: 03 Nov 2009 |
| Total Posts: 425 |
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| 06 May 2013 09:15 AM |
| @yoyoman2 Yes tables can hold Objects. They can even Store sub-tables. |
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woot3
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| Joined: 10 Nov 2008 |
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| 06 May 2013 03:52 PM |
Don't tables have a limit though? Or am I mad?? Well, I am mad. That's been proven. Must of been a thread I read a while ago or something.
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| 06 May 2013 04:46 PM |
Yes they do. The amount of memory you have.
ololol jk It's something like a massive massive number. |
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Aerideyn
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| Joined: 16 Jan 2010 |
| Total Posts: 1882 |
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| 06 May 2013 10:16 PM |
| Yeah store them in a table, you could reference tens of thousands of chunks before you would end up with any memory issues. |
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woot3
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| Joined: 10 Nov 2008 |
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| 07 May 2013 01:13 AM |
I find running calculations for chunk loading every 10 seconds or so is still pretty taxing. I often partition my maps, I find it works very effectively.
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yoyoman2
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| Joined: 07 Mar 2009 |
| Total Posts: 2170 |
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| 07 May 2013 02:00 AM |
the interesting thing about chunk loading in roblox is that the bigger each is, it takes more parts in.
but, it can in theory also make a much larger game, as long as you find the ratio of player lag and stuff.
Ill experiment with it today, i think 50*50 chunks are a good value, if you load 9 at a time. |
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