so you’re saying just have a character for everything and just weld a part to it?
That’s the easy way out.
could I make a custom block character rig and just use moveto for that?
^^^^^^^^^^^^^^^^^^^^^lookabove
As long as it has a humanoid inside of it.
basically a copy and paste of this thread (they used conquerors as an example too, lol)
if what you’re making is some sort of character, give it a humanoid and with just a single part named “HumanoidRootPart” using :MoveTo()
will work.
(this is what conquerors uses, even for vehicles and ships, they are all humanoids)
if you just want to push an inert object, like a rock or a cube that wouldn’t be controlled by a player and doesn’t need to stand upright, then look into constraints. I recommend LinearVelocity
I’m the developer of The Conquerors. I don’t use use or reference Humanoids anywhere in my game except to change the player’s WalkSpeed one time.
I use BodyGyro and BodyVelocity, but those are surely out of date now, as I originally coded them in 2011.
that’s crazy, did you decide on it because of something you didn’t like about humanoids?
I couldve sworn they were since i couldn’t really tell them apart if they were made with humanoids
I didn’t see a reason to use Humanoids. BodyMovers were simple and all they did was all I needed them to do, no other overhead. I’ve never used Humanoids to move a non-Humanoid character
hmm, well using character rigs gave the same effect. I swear yours is the same. They both have that small error where they don’t get exactly where they should be
Units not moving to exactly where you intend them to be is just how I handle the unit movements. If I was checking their positions every frame, I could make them more accurate.
I don’t use Humanoids anywhere because I had a friend make the simple block movement script in 2011, and I never changed it from that. Humanoids are probably less efficient, since I don’t need anything else humanoids provide
Wouldn’t humanoids be faster because it is a pre-coded process?
I don’t think so, but I could be wrong. The physics still has to be calculated, and BodyMovers(or better yet, the new Constraints) are specifically designed for that, with no other overhead.
The real play is to calculate your own physics/collisions, and send the clients the data to render the models. But that’s a lot of work
May I ask, how you made the grouping mode int he conquerors. I notice that when you click somewhere it condenses them. I was wondering if your solution did not involve trigonometry.
I dont remember the exact formula. I think I find the extents of the selected units and shrink all the positions towards the middle until the extents are what I want them to be.
I’m sorry, I don’t understand. Could you elaborate?
Select units. Find a center point. Find the furthest unit out from that. When moving these units, shrink down all the units selected positions until the furthest point is within whatever radius you set. The units will condense down some when moving.
And how do you detect enemy droids near each droid without causing insane lag?
if you had 99 soldiers and the enemy had 99,that would be 9,801 droids to loop through for your side. Then you multiply that number by 2 because the enemy side also has to detect your soldiers and you get 19,602. That would cause way too much lag. This is by going through each droid and finding the closest one to it.
I’m looking into octree, but maybye there is a more simple way to do this.
Dont check your own soldiers or an ally’s. But yes, you will need to come up with a solution for scanning potentially thousands of magnitudes a second. An octree and other optimizations(depending on what you’re doing) will be needed.