of     2   
chevron_rightchevron_rightchevron_right

devTools
#153721605Sunday, January 11, 2015 3:24 PM GMT

I found this idea on the Scripters subforum. Basically, instead of only making unions by manually selecting the bricks and clicking union, we could have a script to union or negate things. Negate could be added to the properties of a brick as a bool value. Here would be an example: game.Workspace.Part:Union(game.Workspace.Part2) > So you find the part, then call an event 'Union' and in the parentheses you put the brick that you are unioning it with. This would allow for multiple bricks, and this below could work too: for i,v in pairs(game.Workspace:GetChildren()) do game.Workspace.Part:Union(v) end > That would union every brick in workspace together. For negating things, we could do this: game.Workspace.Part.Negate = true Simple as that. We would also need a method to separate it, so we could do this: game.Workspace.Union1:Separate() Simple as that. Do you like this? If so, please post a support below! Any ideas to improve it? Post them! |devTools || get out me mooms car broom broom |
TheRobloxian909
#153721733Sunday, January 11, 2015 3:26 PM GMT

a potato flew around my room before u came support lol scripters forum #1st post
Dicentium
#153724916Sunday, January 11, 2015 4:31 PM GMT

Yay my idea Support
XenonLi
#153725094Sunday, January 11, 2015 4:35 PM GMT

improve idea: use tables and services in an union, there's no priority between part 1 and part 2 at all
MeltedGentleman
#153725892Sunday, January 11, 2015 4:50 PM GMT

I love to script unions...... Anyways support!
Kyuro
#153726827Sunday, January 11, 2015 5:06 PM GMT

Sounds good, but "Negate" isn't a variable of "brick". It should be :Negate()
Hydrablox
#153727981Sunday, January 11, 2015 5:21 PM GMT

We need API's to do CSG operations with scripts!
devTools
#153749662Sunday, January 11, 2015 10:01 PM GMT

@kyuro "Negate could be added to the properties of a brick as a bool value." We would have it added.
powerhotmail123
#153750052Sunday, January 11, 2015 10:05 PM GMT

1/2 Support. I would love to have that implemented, but there the lag would increase intensly... Especially if you made something like a gun make negating bullets which made holes in walls etc. But, it would be fun to experiment. Maybe, we could have it like DataStore. We would have a union limit.
devTools
#153766949Monday, January 12, 2015 1:32 AM GMT

@power Well, doing negates for bullets would mean that they look red in mid air and the first brick it touches would have to union to it. Unions really don't cause more lag though.
Kyuro
#153767092Monday, January 12, 2015 1:34 AM GMT

@Dev Most times these days we just have bullets be invisible so I don't think it would matter either way. Also, a lot of guns use raycasting so the bullets being actual propelled objects may not even be considered up-to-date anymore.
devTools
#153767183Monday, January 12, 2015 1:35 AM GMT

True but it'd be cool for a bullet to makes holes in buildings lol.
cpmoderator12345
#153767377Monday, January 12, 2015 1:37 AM GMT

OMG SUPPORT. But it should be game.Workspace.Part:Union(game.Workspace.Part, game.Workspace.OtherPart) And same with Negate and Seperate Please take this model - http://web.roblox.com/Dead-dogicorn-item?id=202541510
devTools
#153767645Monday, January 12, 2015 1:39 AM GMT

The issue with doing separate that way would be that when you union something, it all goes into one 'Part' named 'Union', so it couldn't find individual part names and remove them from the union. Also, negate seems like it could easily be a property of a part since it only changes that individual part. You could just as easily set multiple part's negate property to true.
DeepBlueNoSpace
#153767696Monday, January 12, 2015 1:40 AM GMT

Support. ~[Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~
darkshadow5
#153767803Monday, January 12, 2015 1:41 AM GMT

Support you.
Nyxis
#153770794Monday, January 12, 2015 2:16 AM GMT

Support. Guns could realistically make holes in parts.
devTools
#153784362Monday, January 12, 2015 5:51 AM GMT

Bump || devTools | get out me mooms car | broom broom ||
DeepBlueNoSpace
#153796484Monday, January 12, 2015 2:39 PM GMT

Support. ~[Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~
TixPile
#153796770Monday, January 12, 2015 2:48 PM GMT

kinda support, but with guns making holes can just destroy the entire place.
devTools
#153797393Monday, January 12, 2015 3:06 PM GMT

@Tix, true but what if the holes refilled after like 5 seconds? You could do this by separating and then deleting the bullet. || devTools | get out me mooms car | broom broom ||
DeepBlueNoSpace
#153798836Monday, January 12, 2015 3:50 PM GMT

Using bullets to make holes is the dev's choice. ~[~Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes~]~
Sulfone
#153799218Monday, January 12, 2015 4:04 PM GMT

Support. I can already imagine the possible collision damage and crafting systems that could be made if this was added.
powerhotmail123
#153799959Monday, January 12, 2015 4:32 PM GMT

--Manual Union local Union = Instance.new("Union") Union.C0 = game.Workspace:FindFirstChild("Part0") Union.C1 = game.Workspace:FindFirstChild("Part1") --You can add more, continuing like "Union.C2" etc. --Simple Union --Could be a rough sketch on how you could make a gun make holes game.Workspace.Bullet.Touched:connect(function(other) if other == "Part" then game.Workspace.Bullet:Negate() other:Union(game.Workspace.Bullet, other) wait(5) other:Seperate() end) --This would make lots of lag in the server, I would make this client sided.
devTools
#153804116Monday, January 12, 2015 6:23 PM GMT

Yeah I agree that is nice, but it would be 'if other.isA("Part") then'

    of     2   
chevron_rightchevron_rightchevron_right