SmallPart.Position = Part.Position
i forgot to do that
SmallPart.Position = Part.Position
i forgot to do that
Thats going to put every part in the middle. I’m trying to make them all fill the pane of glass pretty much.
You dont have to union it. You can create parts and position them.
Made this but I haven’t tried it. Let me know if you have any errors:
local function createPieces(part) -------- part is the window
if part ~= nil then
local size = part.Size
local position = part.Position
local pieces = (size.X+size.Y)/2
for i = 1, pieces do
local piece = Instance.new("Part", workspace)
piece.Name = part.Name.." piece"
piece.Size = Vector3.new(size.X/pieces, size.Y/pieces, size.Z)
piece.Position = Vector3.new(math.random(-posiion.X/1.25, position.X/1.25), math.random(-position.Y/1.25,position.Y/1.25), position.Z)
piece.Color = part.Color
piece.Transparency = part.Transparency
piece:ApplyImpulse(part.CFrame.LookVector * 50) ---- delete if you dont want the pieces to fling slightly
end
part:Destroy()
end
end
createPieces()
https://gyazo.com/6a0fbde0d9796a2249c7c9d99c1ff370
Here is the result.
I would also sometimes get this error if I hit one of the panes of glass that was angled differently.
invalid argument #2 to 'random' (interval is empty)
Fixed it. Put this in the part you want to break:
local function createPieces(part) -------- part is the window
if part ~= nil then
local size = part.Size
local position = part.Position
local pieces = (size.X+size.Y)/2
for i = 1, pieces do
local piece = Instance.new("Part", workspace)
piece.Name = part.Name.." piece"
piece.Size = Vector3.new((size.X/pieces)+math.random(0.25,1), (size.Y/pieces)+math.random(0.25,1), size.Z)
piece.CFrame = part.CFrame * CFrame.new(math.random(-size.X, size.X)/1.5, math.random(-size.Y,size.Y)/1.5, 0)
piece.Color = part.Color
piece.Transparency = part.Transparency
piece.Anchored = true
piece:ApplyImpulse(part.CFrame.LookVector * 50)---- delete if you dont want the pieces to fling slightly
end
part:Destroy()
end
end
createPieces(script.Parent)
You forgot to parent the piece
variable to something.
local piece = Instance.new(“Part”, workspace)
Oh my bad (I never really use the second argument haha), also you shouldn’t use the second argument, it has performance amplifications.
Here’s the post by the staff (If you’re interested):
Oh ok. I’ve used it for many years as a line saver lol. Thanks for the info!
It’s not exactly what you want, but I found these posts for breaking parts into triangles instead of blocks:
For blocks, the easiest option would be to pick a line to divide the part along a single axis, once. Then do the same for each of the two halves. Repeat until you have the number you’d like. Would be okay for most visual purposes and be easy to implement.
This is a promising approach for a slightly more random layout: geometry - Has anyone ever attempted to find all splits of a rectangle into smaller rectangles? - Mathematics Stack Exchange
o wow woke up to a lot of responses lol. I’m gonna try some of this stuff out. I’ll update you on how it goes.
Greatly appreciate the help.
I can think of 2 approaches to this.
The first one would basically be manually splitting up the windows and walls, and when they get broken, unanchor each piece and use bodyforces to make them fly out.
The second method would be actually scripting it to be shattered into customizable amounts of pieces. The first problem of this would how to actually do it; It’d definitely require a lot of math and thinking. The second problem with this is the shape of the pieces. If you had more than just cubes, say wedges, then it’d make things even more complicated.
This almost works.
The only issue is that the pieces dont actually fill up the window.
the manual method isn’t the best for me. I’m going to have destructible buildings in my game so I dont think it would be too performance friendly if every single part had X amount of little parts in it.
this is EXTREMELY promising.
I tried to use part fracturing system v3 but it requires parts to be positioned a certain way so that wont work for my game.
I tried FragmentSmasher and this is the very promising result I received.
https://gyazo.com/571cd25bc520efcbbdc59883f59d614e
As you can see though there is ONE small issue.
The fragments are always positioned in the same direction. If I can fix that. This would be perfect.
I’m assuming it has something to do with this part of code in the script.
local function CreateQuadrants()
local Quadrants = {}
local Region =
Region3.new(
Vector3.new(CenterPos.X, CenterPos.Y, CenterPos.Z),
Pane.Position + Vector3.new(Pane.Size.X / 2, Pane.Size.Y / 2, 0)
)
local QuadrantA = Instance.new("Part")
QuadrantA.Anchored = true
QuadrantA.CFrame = Region.CFrame
QuadrantA.Size = Vector3.new(math.abs(Region.Size.X), math.abs(Region.Size.Y), math.abs(Pane.Size.Z))
QuadrantA.Parent = workspace
QuadrantA.Transparency = Pane.Transparency
QuadrantA.Reflectance = Pane.Reflectance
QuadrantA.Color = Pane.Color
QuadrantA.Material = Pane.Material
table.insert(Quadrants, QuadrantA)
local Region =
Region3.new(
Pane.Position + Vector3.new(Pane.Size.X / -2, Pane.Size.Y / -2, 0),
Vector3.new(CenterPos.X, CenterPos.Y, CenterPos.Z)
)
local QuadrantB = Instance.new("Part")
QuadrantB.Anchored = true
QuadrantB.CFrame = Region.CFrame
QuadrantB.Size = Vector3.new(math.abs(Region.Size.X), math.abs(Region.Size.Y), math.abs(Pane.Size.Z))
QuadrantB.Parent = workspace
QuadrantB.Transparency = Pane.Transparency
QuadrantB.Reflectance = Pane.Reflectance
QuadrantB.Color = Pane.Color
QuadrantB.Material = Pane.Material
table.insert(Quadrants, QuadrantB)
local Region =
Region3.new(
Vector3.new(CenterPos.X, CenterPos.Y, CenterPos.Z),
Pane.Position + Vector3.new(Pane.Size.X / 2, Pane.Size.Y / -2, 0)
)
local QuadrantC = Instance.new("Part")
QuadrantC.Anchored = true
QuadrantC.CFrame = Region.CFrame
QuadrantC.Size = Vector3.new(math.abs(Region.Size.X), math.abs(Region.Size.Y), math.abs(Pane.Size.Z))
QuadrantC.Parent = workspace
QuadrantC.Transparency = Pane.Transparency
QuadrantC.Reflectance = Pane.Reflectance
QuadrantC.Color = Pane.Color
QuadrantC.Material = Pane.Material
table.insert(Quadrants, QuadrantC)
local Region =
Region3.new(
Vector3.new(CenterPos.X, CenterPos.Y, CenterPos.Z),
Pane.Position + Vector3.new(Pane.Size.X / -2, Pane.Size.Y / 2, 0)
)
local QuadrantD = Instance.new("Part")
QuadrantD.Anchored = true
QuadrantD.CFrame = Region.CFrame
QuadrantD.Size = Vector3.new(math.abs(Region.Size.X), math.abs(Region.Size.Y), math.abs(Pane.Size.Z))
QuadrantD.Parent = workspace
QuadrantD.Transparency = Pane.Transparency
QuadrantD.Reflectance = Pane.Reflectance
QuadrantD.Color = Pane.Color
QuadrantD.Material = Pane.Material
table.insert(Quadrants, QuadrantD)
Pane:Destroy()
return Quadrants
end
CenterPos is the origin of the break. (Where the crack starts)
Pane is the part being destroyed.
I’ve customized the script a bit to fit some things I want but still having trouble making it fit the entire part.
It has something to do with this part of the region3
Pane.Position + Vector3.new(Pane.Size.X / 2, Pane.Size.Y / 2, 0)
That causes the issue where its always angled the same. Not sure how to fix it.
I will mark you as a solution. In FragmentSmasher some kind person actually left some code to adjust the position to fix the problem.