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Asking if anyone has made a remodel of move to of their own. 'Cause I just noticed it was removed and its removal is ruining one of my many place ideas. I made the velocity return; however I cant seem to quite get the CFrame turn right. I'm not asking for help; just seeing if anyone has. |
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Nvm. I found a complicated way to fix :MoveTo() to work again =D |
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i didnt think they deprecated it...... |
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XlegoXJoin Date: 2008-06-16 Post Count: 14955 |
Is your stuff all anchored? |
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twwigJoin Date: 2008-09-15 Post Count: 308 |
Dont you need a humanoid in the model? |
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XlegoXJoin Date: 2008-06-16 Post Count: 14955 |
He's talking about Model::MoveTo(pos), not Humanoid::MoveTo(pos, part) |
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MrDoomBringerTop 100 PosterJoin Date: 2006-11-21 Post Count: 6176 |
:MoveTo(vector3) is still a valid function inside of the Model object. |
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MeeloJoin Date: 2008-07-04 Post Count: 14763 |
Yeah. I use it occasinaly. Although, I recommend using CFrames. Much more possibility. |
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Technically the correct syntax is :MoveTo(Vector3, Part), but neither me or any other scripter has found use in the Part...
To move a model...
Model:MoveTo(Vector3.new(#,#,#))
And the model will move over to there... |
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IntileJoin Date: 2007-05-06 Post Count: 2916 |
Oh, sheesh, don't scare me like that. |
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Lol.
As Meelo sais, changing a part's cframe that is touching a part will move the touching parts too.
Part.CFrame = CFrame.new(#,#,#) |
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MeeloJoin Date: 2008-07-04 Post Count: 14763 |
I never said that because that's not true. It only works on motors (I think. An update broke it for welds, snaps, etc.) |
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Really? It used to move the models, I used to switch cframes to move model around... Maybe I did that with characters... which would explain the motors... |
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MrDoomBringerTop 100 PosterJoin Date: 2006-11-21 Post Count: 6176 |
@level:
There's no argument for a part, that's the humanoid:MoveTo() function. |
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Really? Why am I so off today... |
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DingDong272Top 100 PosterJoin Date: 2007-12-08 Post Count: 9860 |
I think WalkToPoint and WalkToPart are more efficient. |
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WalkToPoint kills you if theres lava in the way . . . . |
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1waffle1Join Date: 2007-10-16 Post Count: 16381 |
LOL @ Foofoo. xD |
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DavidiiJoin Date: 2008-07-17 Post Count: 1282 |
What I would appreciate is a MoveToExact() that would move a model to a position EXACTLY instead of moving it up. Or at least, being able to use MoveTo when the Model is not in game.Workspace. |
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Hmm... I think I'll make that, David. |
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DavidiiJoin Date: 2008-07-17 Post Count: 1282 |
Lol. |
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Wow, I made that then forgot to post it. Here.
_G["MoveToExact"]=function(model,position)
xL=model:GetChildren()[1].Position.x
xR=model:GetChildren()[1].Position.x
yL=model:GetChildren()[1].Position.y
yR=model:GetChildren()[1].Position.y
zL=model:GetChildren()[1].Position.z
zR=model:GetChildren()[1].Position.z
for count,a in pairs(model:GetChildren()) do
if xL>a.Position.x then xL=a.Position.x end
if a.Position.x>xR then xR=a.Position.x end
if yL>a.Position.y then yL=a.Position.y end
if a.Position.y>yR then yR=a.Position.y end
if zL>a.Position.z then zL=a.Position.z end
if a.Position.z>zR then zR=a.Position.z end
end
center=Vector3.new((xL+xR)/2,(yL+yR)/2,(zL+zR)/2)
t=center-position
for count,b in pairs(model:GetChildren()) do
b.Parent=nil
b.Position=b.Position-(t)
b.Parent=model
end
model:MakeJoints()
end |
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MicroUserJoin Date: 2009-03-29 Post Count: 3601 |
Nah |
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