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Kurokku
#183703240Monday, February 15, 2016 10:03 PM GMT

If so how?
[rfa#hidefromsearch]
#183703452Monday, February 15, 2016 10:06 PM GMT

[rfa#hidefromsearch]
Kurokku
#183703507Monday, February 15, 2016 10:07 PM GMT

Like for i = 1, 360 do script.Parent.Rotation=i wait() end
cheesecake123456
#183703772Monday, February 15, 2016 10:10 PM GMT

Excactly, except put a longer wait
cheesecake123456
#183703814Monday, February 15, 2016 10:11 PM GMT

Nvm
Wrathsong
#183703973Monday, February 15, 2016 10:13 PM GMT

what cheesecake said
cheesecake123456
#183704041Monday, February 15, 2016 10:14 PM GMT

This is twice as fast(according to tick()): for i = 1, 360 do game:GetService('RunService').RenderStepped:wait() frame.Rotation = i end
LegendaryAccount
#183704844Monday, February 15, 2016 10:24 PM GMT

something I found --[[ Given the following method call: object:TweenPosition(...) Replace it with: tween.Position(object, ...) Available functions: - Size - Position - SizeAndPosition - Rotation ]] -- Coerce a value to a given enum. Like most parts of the ROBLOX API, this -- accepts valid strings/intgers. A default value may also be specified. local toEnum do local cache = {} function toEnum(value,enum,default) local map = cache[enum] if not map then map = {} local items = enum:GetEnumItems() for i = 1,#items do local item = items[i] map[item] = item map[item.Name] = item map[item.Value] = item end cache[enum] = map end value = map[value] if value == nil then return map[default] end return value end end -- Implementation of EasingDirection local directionMethod = { [Enum.EasingDirection.In] = function(t,f) return f(t) end; [Enum.EasingDirection.Out] = function(t,f) return 1- f(1 - t) end; [Enum.EasingDirection.InOut] = function(t,f) if t <= 0.5 then return f(2*t)/2 else return (2-f(2*(1-t)))/2 end end; } -- Implementation of EasingStyle. Not 1:1 with ROBLOX's tween functions. local styleMethod = { -- matches mathematically [Enum.EasingStyle.Linear] = function(x) return x end; -- does not match, but very similar [Enum.EasingStyle.Sine] = function(x) return x^2 + x^2.6 - x^3 end; -- close enough [Enum.EasingStyle.Back] = function(x) return x^2 * ((1.75 + 1) * x - 1.75) end; -- matches mathematically [Enum.EasingStyle.Quad] = function(x) return x^2 end; -- matches mathematically [Enum.EasingStyle.Quart] = function(x) return x^4 end; -- matches mathematically [Enum.EasingStyle.Quint] = function(x) return x^5 end; -- appears to match perfectly [Enum.EasingStyle.Bounce] = function(x) x = x < 0 and -x or x local a = 0 local b = 1 while true do if x >= (7 - 4 * a) / 11 then return -((11 - 6 * a - 11 * x) / 4)^2 + b^2 end a = a + b b = b / 2 end end; -- does not match, but looks way better [Enum.EasingStyle.Elastic] = function(x) return 2^(8 * (x-1)) * math.sin(2.5*math.pi*x) end; } -- Holds functions that interpolate from one value to another given t, per -- property name. local propertyMethod = {} function propertyMethod.Position(s,e,t) return UDim2.new( s.X.Scale+(e.X.Scale-s.X.Scale)*t, s.X.Offset+(e.X.Offset-s.X.Offset)*t, s.Y.Scale+(e.Y.Scale-s.Y.Scale)*t, s.Y.Offset+(e.Y.Offset-s.Y.Offset)*t ) end propertyMethod.Size = propertyMethod.Position function propertyMethod.Rotation(s,e,t) return s+(e-s)*t end -- holds a mutex state per object, per property local states = { Position = {}; Size = {}; Rotation = {}; } local step = Game:GetService('RunService').RenderStepped function tweenBase(prop,object,endValue,easingDirection,easingStyle,time,override,callback) -- check if the given property is already being tweened local state = states[prop][object] if state then if override then -- end that tween to make way for this one state[1] = false states[prop][object] = nil else return false end end easingDirection = toEnum(easingDirection,Enum.EasingDirection,'Out') easingStyle = toEnum(easingStyle,Enum.EasingStyle,'Quad') time = time or 1 -- A bool within a table is used so that the value remains unique to this -- thread. local state = {true} states[prop][object] = state local dirMethod = directionMethod[easingDirection] local styleMethod = styleMethod[easingStyle] local propMethod = propertyMethod[prop] local startValue = object[prop] local startTime = tick() Spawn(function() while true do -- This this state was overridden, cancel the tween if not state[1] then if callback then -- Tail call! This entire thread gets cleaned up before -- the callback runs. return callback(Enum.TweenStatus.Canceled) end return end local dt = (tick()-startTime)/time if dt > 1 then break end local t = dirMethod(dt,styleMethod) object[prop] = propMethod(startValue,endValue,t) step:wait() end object[prop] = endValue states[prop][object] = nil if callback then return callback(Enum.TweenStatus.Completed) end end) return true end return { Position = function(...) return tweenBase('Position',...) end; Size = function(...) return tweenBase('Size',...) end; SizeAndPosition = function(object,size,position,dir,style,time,override,callback) if not override then -- fail if one or the other would fail if states.Size[object] or states.Position[object] then return false end end tweenBase('Size',object,size,dir,style,time,override,callback) tweenBase('Position',object,position,dir,style,time,override,callback) return true end; Rotation = function(...) return tweenBase('Rotation',...) end; }

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