devToolsJoin Date: 2014-09-06 Post Count: 7950 |
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 | |
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a potato flew around my room before u came
support lol
scripters forum #1st post |
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DicentiumJoin Date: 2011-08-28 Post Count: 18560 |
Yay my idea
Support |
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XenonLiJoin Date: 2009-08-19 Post Count: 5013 |
improve idea:
use tables and services
in an union, there's no priority between part 1 and part 2 at all |
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I love to script unions......
Anyways support! |
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HydrabloxJoin Date: 2009-11-03 Post Count: 1874 |
We need API's to do CSG operations with scripts! |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
@kyuro
"Negate could be added to the properties of a brick as a bool value."
We would have it added. |
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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. |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
@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. |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
True but it'd be cool for a bullet to makes holes in buildings lol. |
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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 |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
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. |
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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~]~ |
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NyxisJoin Date: 2012-11-15 Post Count: 3374 |
Support.
Guns could realistically make holes in parts. |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
Bump
|| devTools | get out me mooms car | broom broom || |
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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~]~ |
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TixPileJoin Date: 2013-06-25 Post Count: 7310 |
kinda support, but with guns making holes can just destroy the entire place. |
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
@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 || |
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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~]~ |
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SulfoneJoin Date: 2010-08-19 Post Count: 8046 |
Support. I can already imagine the possible collision damage and crafting systems that could be made if this was added. |
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--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.
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devToolsJoin Date: 2014-09-06 Post Count: 7950 |
Yeah I agree that is nice, but it would be 'if other.isA("Part") then' |
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