no joke i actually used to do that with scripts lol.
But also i didn’t come to argue i just wanted to help some people out because i now the great help others have given me
no joke i actually used to do that with scripts lol.
But also i didn’t come to argue i just wanted to help some people out because i now the great help others have given me
No, no, no!
Use loops, don’t repeat code!
function NoiseSpeedUp()
script.Parent.PlaybackSpeed = 0.4
for i = 0.4, 1, 0.1 do --This gradually increases the playback speed
script.Parent.PlaybackSpeed = i
wait(0.5)
end
end)
Blades, assuming its a model:
local Blades = workspace.Helicopter.Blades --path to blades here
local BladeSpeed = 0
game["Run Service"].Heartbeat:Connect(function() -- not tested
Blades:SetPrimaryPartCFrame(Blades.PrimaryPart.CFrame * CFrame.Angles(0,BladeSpeed)
if BladeSpeed <= 5 then
BladeSpeed += 0.1
end
end)
I’m pretty sure were all here to help people, I just don’t think we should give minimum effort, bad code for people to learn from.
I know there a million ways i could do this better. so i will learn from this thanks you
I think that’s fixed now anyone know about the blades?
Well i would also still consider my self in the middle of advanced and begginner because i know some things and i dont know others
As @synical4 said earlier, I would recommend using TweenService to gradually increase the speed of your Helicopter Blades.
I would use a mesh with the blades of the helicopter. Weld it to the helicopter, and use the link I sent refering to tweenservice to try and tween its rotation faster and faster. A for loop
@Phazenine sent earlier would work really well too.
Guys so it’s fixed new problem that I forgot that the text when I send it doesn’t like show with previous texts,like there isn’t any previous texts.
No joke this is what I do with scripts rn…
Could you show me the more effective way you are talking about? It could really help me.
(Notice how programmer is the secondary tag )
We can simply loop x
amount of times to achieve a goal. To do this, we use this method:
for i = Start,End,Increase do
end
Basically, we create a loop with the number we want to start at, the number we want to end at and how much that will increase each loop. Lets create a simple count from 1 to 10:
for currentNumber = 0, 10, 1 do
print(currentNumber)
wait(1)
end
-- This code will take 10 seconds, and print numbers 1 - 10.
Hopefully this made sense. If not, let me know, I can try to detail it more.
I didn’t understand,what I need is a script to show the text history.
What? I wasn’t even replying to you, I was answering someone else’s question
Ahh so how would it work with your earlier “hello” example? Wouldn’t you still have to define each individual letter?
The earlier code: [quote=“SpacePuppy2, post:20, topic:1222523”]
text = "H"
wait(1)
text = "He"
wait(1)
text = "Hel"
wait(1)
text = "Hell"
wait(1)
text = "Hello"
[/quote]
No like on the example map the texting history comes up but on my map it doesn’t
Oh I was talking to spacepuppys2. Not you sorry. I can try to help in a minute…
I’m assuming the helicopter is going to be an active physics object, flying around the game. You don’t want to mix TweenService and active physics objects. For engine startup I would join the blades to the helicopter with a HingeConstraint. Set it’s ActuatorType to Motor, then gradually increase the AngularVelocity until the blades are spinning decently fast. I would then remove the blades and replace them with a single flattened cylinder that has a texture giving the illusion of blades. You could spin this cylinder along the same HingeConstraint.
This approach is very common, even in AAA games. Around 4 seconds into this video of Battlefield 4’s helicopter starting up; you can see the exact moment they switched between the high fidelity 4 bladed mesh, and the low fidelity spinning textured cylinder.
Not exactly. It behaves very similarly, just uses a function called string.sub
. If you want to learn more, I believe the DevHub has an article on it.
Anyways, lets make a text loop:
local text = "Some Text!"
for i = 1, #text, 1 do
TextLabel.Text = string.sub(text, 1, i)
wait(0.5) --This is the speed of the text. At the moment, this moves slowly but it can go faster.
end
We simply use a new thing in Lua, the #
symbol. Say we have a piece of text that is 5 characters long. #text
would print 5. So, we loop through every character and add one, each time. I believe this script should work although it may have to be altered.
strings are actually just arrays.
local h = 'Hello'
for i = 1, #h do
print(string.sub(h, 1, i))
wait()
end