You could use even less complex shapes without it being super noticeable by using a pyramid shape:
Oh my!
This is an excellent change. This is amazing!
Getting some pretty funky results when using UnionAsync to union more than two parts.
Here’s a reproduction for anyone interested:
UnionAsync Oddities.rbxl (15.3 KB)
This seems to be yielding a lot for me? I’m not sure if I’ve called it wrong, or too often, but it doesn’t do anything to the parts I specify and it doesn’t error; presumably it’s yielding as it doesn’t print what’s after the pcall. The same line of code worked earlier so I’m going to assume there’s some kind of rate limit that results in yielding or the error messages aren’t complete yet?
success, fault = pcall(function()
print("Subtracting")
newBase = baseplate:SubtractAsync({leftFoot, rightFoot})
print("Subtracted")
end)
‘Subtracted’ doesn’t get outputted and the prints following the pcall don’t show.
This actually only seems to happen in play solo
I managed to make a really crappy, extremely laggy footprint thing. Can’t wait until this is clientsided and I can do this properly
function makeParts(parts)
local createdParts = {}
for i = 1, #parts do
local newPart = Instance.new("Part")
newPart.Size = parts[i].Size + Vector3.new(0,0.75,0)
newPart.Position = parts[i].Position
newPart.Color = parts[i].Color
newPart.Anchored = true
newPart.Name = parts[i].Name
newPart.CanCollide = false
createdParts[i] = newPart
end
return createdParts[1], createdParts[2]
end
function monitorMovement(char)
local db = true
repeat wait() until char:FindFirstChild("Humanoid") ~= nil
char.Humanoid.Touched:Connect(function(part)
if char.Humanoid.FloorMaterial ~= Enum.Material.Air and db then
db = false
spawn(function()
wait(0.5)
db = true
end)
spawn(function()
print(char.Humanoid.FloorMaterial)
local leftFoot, rightFoot = char:FindFirstChild("LeftFoot"), char:FindFirstChild("RightFoot")
if leftFoot ~= nil and rightFoot ~= nil then
local newPart,success,fault
-- since meshparts aren't accepted, create parts to simulate the feet
leftFoot, rightFoot = makeParts({leftFoot, rightFoot})
-- do the editing
success, fault = pcall(function()
print("Subtracting", part:GetFullName(), leftFoot:GetFullName(), rightFoot:GetFullName())
newPart = part:SubtractAsync({leftFoot, rightFoot}, Enum.CollisionFidelity.Hull)
print("Subtracted")
end)
newPart.UsePartColor = false
print("Worked ig")
if success then
print("Making new baseplate")
newPart.Name = "AddedFootprint"
newPart.Parent = game.Workspace
wait(0.1)
part:Destroy()
else
print("Something went wrong")
print(fault)
end
-- remove created parts
leftFoot:Destroy()
rightFoot:Destroy()
end
end)
end
end)
end
game.Players.PlayerAdded:Connect(function(plr)
repeat wait() until plr.Character ~= nil
print("Character loaded")
spawn(function() monitorMovement(plr.Character) end)
plr.CharacterAdded:Connect(function(char)
monitorMovement(char)
end)
end)
I was waiting for this update for a long time especially to do this!
Now make them cut along the direction you swiped your mouse
Youre on my point, how do i do that, any fast trick?
Actually i did it!
https://i.gyazo.com/a7135d305e3a47d4fc72fbf7c8e7d0b8.mp4
Fixed
https://i.gyazo.com/c56183699927ef1ff434d073d5be0c0b.mp4
Any chance I can cut them all in a row?
Currently not, but i can modify it to work like that easily though
https://i.gyazo.com/d180555cd7539520cfa600578f57648b.mp4
Any game ideas for this? Fruit Ninja kinda game perhaps…?
yes please. do a noob ninja, where you have noobs that try to attack, and you can cut them in half, that would be really cool
lol sounds brutal
Actually amazing, I love your progress
Can we be notified when live CSG will be able to work on Clients?
I would imagine quite a few of the things in that video use pre-made meshes for the destruction which are just put in place when the buildings etc are destroyed. I don’t think it’s really efficient in any game engine to have destruction that is 100% accurate, definitely a small increase in the triangle limit (maybe like 10-20k?) would be helpful though.
I would agree, especially the rubble after the building collapses.
However, I doubt the windows on the side of the building that come down are pre-made meshes as it always appear differently, at least to me. I might not be paying attention much to the windows.