I am currently working on a newspaper part simulating a breeze is there any improvements you have if so answer these questions:
What do you like about it?
How or what can I improve on this?
Here’s a video of the simulation scroll down to see the script
The script:
local part = script.Parent ----- The script is a child of the part
part.Anchored = true -------- Has to be anchored or it will go to the center of the workspace
local Direction = {"-","+"}-------- If the Corernate goes in a certain direction ex: Left, Right but uses negative or positive
local Interval = 2 ------- Time it waits to move again don't put this to 0 tho
local MaxMoveIncerment = -1 ----- Max the part can move remeber -1 is larger than -5
local MinMoveIncerment = -5 ----- Minimal that the part can move
local RotateIncerment = 1 ---- Rotate by please be aware that the object rotates randomly
function Propbability(Number)----------- Dicides the parts direction
local random = Direction[math.random(1, table.maxn(Direction))]
if random == "-" then
return math.abs(Number)
elseif random == "+" then
return math.abs(Number)*-1
end
end
while true do -------- Simulates the breeze
wait(Interval)
local X = math.random(MinMoveIncerment, MaxMoveIncerment)
game.TweenService:Create(part, TweenInfo.new(Interval), {CFrame = part.CFrame*CFrame.new(X,0,0)*CFrame.fromEulerAnglesXYZ(0,Propbability(RotateIncerment),0)}):Play()
end
----_______ PLEASE NOTE THAT THIS IS A SIMPLE ONE THIS DOESN'T HAVE COLLISION DEDECTION SO IT WILL NOCLIP THROUGH EVERYTHING FEEL FREE TO EDIT THIS ONE
Thank you if you feedbacked
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Everything, it’s amazing.
Perhaps collision detection (You can do this by creating an invisible newspaper and checking if it’s checking anything)
And maybe you could make the newspaper go up in the air for a second, as it’s moving
Edit: Here’s the collision script if you want/need it
local part = script.Parent ----- The script is a child of the part
part.Anchored = true -------- Has to be anchored or it will go to the center of the workspace
local Direction = {"-","+"}-------- If the Corernate goes in a certain direction ex: Left, Right but uses negative or positive
local Interval = 2 ------- Time it waits to move again don't put this to 0 tho
local MaxMoveIncerment = -1 ----- Max the part can move remeber -1 is larger than -5
local MinMoveIncerment = -5 ----- Minimal that the part can move
local RotateIncerment = 1 ---- Rotate by please be aware that the object rotates randomly
function Propbability(Number)----------- Dicides the parts direction
local random = Direction[math.random(1, table.maxn(Direction))]
if random == "-" then
return math.abs(Number)
elseif random == "+" then
return math.abs(Number)*-1
end
end
while true do -------- Simulates the breeze
wait(Interval)
local CanMove = true
local X = math.random(MinMoveIncerment, MaxMoveIncerment)
local ColisionDetect = Instance.new("Part")
ColisionDetect.Parent = workspace
ColisionDetect.Size = part.Size
ColisionDetect.CFrame = part.CFrame*CFrame.new(X,0,0)*CFrame.fromEulerAnglesXYZ(0,Propbability(RotateIncerment),0)
ColisionDetect.Anchored = true
local Check = ColisionDetect:GetTouchingParts()
for i, x in pairs(Check) do
if x.CanCollide == true and x ~= part then
CanMove = false
end
end
ColisionDetect:Destroy()
if CanMove == true then
game.TweenService:Create(part, TweenInfo.new(Interval), {CFrame = part.CFrame*CFrame.new(X,0,0)*CFrame.fromEulerAnglesXYZ(0,Propbability(RotateIncerment),0)}):Play()
end
end
Oh wow, I did not know this I swear I need to get good at physics thanks! I thought I had to detect the parts using complex stud distance but this will do.
1 Like