lemme check it with the code
n=5
print(n..'Spooky'..(n+2)..'me')
hmm, an error…
10:44:21.266 - Error in script: Too spooky near 'n..'
lemme check it with the code
n=5
print(n..'Spooky'..(n+2)..'me')
hmm, an error…
10:44:21.266 - Error in script: Too spooky near 'n..'
:o 5spooky7me, I’m out!
Oh hey, For Honor: ROBLOX Edition is coming along great! Keep up the great work!
I’ve been working on the map for my farm tycoon/RPG mix game that I started recently. Inspired by Farm Simulator 2015 and the Harvest Moon games.
Re-made the theme for Vampire Hunters 2!
SoundCloud - Hear the world’s sounds
Don’t know how to embed SoundCloud links :l
Just hanging out trying out my little search menu feature in my new game…
Also working on building a few maps for my game…
Working on a spawner frequency for my zombie game… Below is a graph of what I’m doing:
During this phase there will only be (#OfInfectedPlayers+1) * 1.5 zombie actors allowed to be spawned.
During this phase the spawn rate and spawn population will increase over time to meet the spawn rate and pop of the Peak.
During this phase there will be (#OfInfectedPlayers+1) * 4 zombie actors allowed to be alive, the spawn rate is per heartbeat will be whatever is needed to keep the population at the maximum population. (Which is decided upon entering the Crescendostage.)
During this phase the spawn rate and spawn population will go back down to Relax’s spawn rate and population, any and all surviving zombies will be left as is until death and no more will spawn until the population is under populated.
The amount of mob spawns (aka, hordes) that spawn during a game will be random but somewhere to 1 - 2 every 5 minutes… Don’t really know how this’ll effect players in-game for a time based survival game, but I imagine it’ll change things up a bit since you’re not going to be constantly fighting the same number of zombies every single second of the game and they will more than likely spawn in the areas that have the least amount of players facing.
OH yeah, and optimizations. These two functions have the exact same result. They’re used to auto-zero any sight on any weapon (ex: I can add in a new sight, Holographic for instance, on any gun without having to go into each gun and adjusting the camera’s sight position value and all that jazz). Massive time saver.
Old version Sadly actually quite necessary at the time because bodies have to be false-adjusted to calculate sight data. I had to rig everything and do some tricky stuff.
New version I added something called ‘Camera’ which is a part that I animate. It’s welded to the head on the right eye portion of the face. You’ll never guess what it’s for. The result is me skipping all the body movements because I already know what the final result will look like. I now use this instead of the old one without any issues.
tl;dr two months passed and I’ve learned a lot about dynamically animating a complex humanoid skeleton.
I can’t trust Roblox to not put 100 as 100.000002
I would just send this stuff over remote events but there’s really no need since it helps me debug and exploiting it won’t do anything.
tis why we have IntValues
Don’t IntValues have that same problem?
no, assuming health caps below 9 quadrillion
Health can be 99.9 and such. I’ll probably make a method with events and stuff later when I’m done writing so much code.
You can use ("%.0f"):format(value)
and it’ll even round 99.5 to 100
(I think you already know this, so I’m really interested in why you didn’t use it if that’s actually the case)
Looking good