hello developers, im looking for someone to explain how the white lines can be created?
ive already created the range itself and i have no idea how to create the lines
i tried making them before but it seems unidentical
hello developers, im looking for someone to explain how the white lines can be created?
ive already created the range itself and i have no idea how to create the lines
i tried making them before but it seems unidentical
heres my attempt in recreating it
I’m assuming you can use a Selection Box.
Do this but set the darker gray to transparency 1.
Some sort of formula i guess? has something to do with RangeRadius, 180 degrees part rotation, and Angles to position the part correctly
The easiest way would be creating a blender mesh and scaling it ingame to your radius
i dont think its just a single mesh being used
the amount of lines are created depend on the range
i was able to make something similar using unions
but im still not exactly sure if thats the solution
Formula is the solution as i said before
just found out how its possible
thanks for all the help
At the moment I am also developing a TD game and would really like to make a radius like in TDX. How did you manage to do this?
local RunService = game:GetService("RunService")
local Radius = 5
local function ReturnPart()
local part = Instance.new("Part")
part.Anchored = true
part.Color =Color3.new(1, 1, 1)
part.Material = Enum.Material.Neon
part.Parent = workspace
part.Size = Vector3.new(0.1,0.1,1)
return part
end
local function DoubleDottedCircle(Radius)
local LinePerRadiusX = 10
local MinLines = Radius * 4
local AllLines = math.floor(Radius/LinePerRadiusX)+MinLines/2
for i = 1,AllLines do
local part = ReturnPart()
part.CFrame = CFrame.Angles(0,math.rad((360+(360/AllLines) - i * (360/(AllLines)))) + 360/AllLines,0) * CFrame.new(0,0,-Radius) * CFrame.Angles(0,math.rad(90),0)
end
for i = 1,AllLines do
local part = ReturnPart()
part.CFrame = CFrame.Angles(0,math.rad((360+(360/AllLines) - i * (360 -360/(AllLines))) + 360/AllLines ) ,0) * CFrame.new(0,0,-Radius) * CFrame.Angles(0,math.rad(90),0)
end
end
local function DottedCircle(Radius)
local LinePerRadiusX = 10
local MinLines = Radius * 4
local AllLines = math.floor(Radius/LinePerRadiusX)+MinLines/2
for i = 1,AllLines do
local part = ReturnPart()
part.CFrame = CFrame.Angles(0,math.rad((360+(360/AllLines) - i * (360/(AllLines)))) + 360/AllLines,0) * CFrame.new(0,0,-Radius) * CFrame.Angles(0,math.rad(90),0)
end
end
DoubleDottedCircle(5)
DottedCircle(10)
Quite a useful formula! But I still can’t figure out how to make the radius “limited” in the presence of obstacles. Is there any way to do this or is this not the right topic to discuss this? It would be very useful.
The easiest way would be raycasting from lines to character, Creating a mesh of this shape, repositioning it, resizing it, and making a Union with a circle
The harder way would be making this circle an Editable mesh and knowing damn well you are doomed in formulas
I think sooner or later I will find a way, thanks for some help.
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