#Taffo's Various Projects (Scripting)

106 messages · Page 1 of 1 (latest)

fallen crypt
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I'm making a custom gravity thing, where players will have their gravity locked to a part. Currently I'm making simple part surface detections, with each shape having their own algorithm to follow (eg, positioning, rotation triggers, and more). Roblox engine is being a pain and humanoids get buggy with it, but I'm getting around it hopefully

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It's currently rather inefficient at the moment, since it calculates every single part in the folder, however I'm going to change it to have occasional calculations on parts that are out of distance to reduce potential lag

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I may actually lock characters to a single point, and any movement is done by shifting the map, to reduce physics bugs, but this might also be a performance draw with many parts

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I mean it almost works apart from the humanoid not interacting with it properly

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also another completely random project unrelated to this one, i made this a few years ago I believe. scp 650!

simple zephyr
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both impressive projects

fallen crypt
simple zephyr
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ofc

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you could make some sick obbies, sci fi puzzle games, or space exploration stuff with that gravity thing

fallen crypt
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However it's proving to be buggy with how roblox characters detect movement states, and I can't modify movement stuff too much as people prefer the movement system they know well

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I'll find a workaround hopefully, it seems I have to do that a lot with roblox engine

fallen crypt
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New project done! Was only a small project though.

A module script that can be used by any other script, locally or globally, and seems to work great! It is a lightning generation tool.

A script specifies the duration, start and end position, async setting, and can send a table of variables to use.

The video below shows it being used with the default settings. Amplitude, wavelength, update frequency, can all be changed. They have deviation settings to make sure it is more randomised

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My next update is to make it work with inputs of positions, cframes and bricks. If bricks are inputted, then the corresponding points will follow along if moved

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An example with strange settings, FOR DEMONSTRATION (i dont actually recommend this because it's pretty laggy), showing many parts at a very small thickness setting

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This is what a script needs to have in order to run the modulescript. All inputted values have their data types checked also

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I don't know why I made this, was a late night project. I sorta designed it for the ease of use, even though I have never planned for it to be released, though it might happen one day, who knows

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I might make an accompanying gui that affects screen depending on distance, all with its own settings. Will behave differently depending on amplitudes and such

fallen crypt
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@true solstice LOL

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tbh it's pretty slow to do all those calculations on the server but runs well on client. i might make it cache stuff instead of regenerating it all the time

fallen crypt
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Next project: A jetpack that is inspired from the one in qserf, but with more features, and overall better usability. I suck at building so I'll probably just use a placeholder brick

fallen crypt
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Current tasks on jetpack:

  • finish making the server handler for the jetpack tool
  • finish the animation handler and start on the rest of the localscript
  • make event handler
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Taffo's Various Projects (Scripting)

fallen crypt
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Ok the jetpack model sucks so when I do show it, you have to keep that in mind 🤣
I can't build well

fallen crypt
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Ok I've started my jetpack inspired from the one from qserf. It's very basic and is literally just a brick at this point. Also has default particles and almost no animations. At least I managed to get it working so far, but adding full quality is gonna take a little longer

simple zephyr
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lets go we're flying

fallen crypt
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did you see the lightning from the day before, i made a generation handler and algorithm

simple zephyr
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oh yee

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sick effects

fallen crypt
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i spend too much time on stupid things

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i made it to be easily usable

all another script has to do is to set some settings and then give it two points to generate between

fallen crypt
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wow imagine finishing anything
gotta complete irl projects first

lunar trout
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🤓

fallen crypt
lunar trout
fallen crypt
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SCP-650 v2 in the works

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excuse how awful the map looks, its auto generated

fallen crypt
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a concept for raiders and qso to track button presses easily

worldly patrol
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nice work!

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very butter-smooth tweening

fallen crypt
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took me a while to sort out a calculation for size depending on center position percentage

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but yeah that feature was sorta just additional, thought I'd play with it to practice

fallen crypt
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tip: when making roomba ai, remember to actually disable jumping in the pathfinding parameters

simple zephyr
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LOL

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roomba jump

fallen crypt
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it was made as part of my suggestion in qcod

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makes things easier for raiders and qso

simple zephyr
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its a cool concept imo

fallen crypt
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because of differing names, display name to username, and tons of other stuff in there

simple zephyr
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yeah dont we all

fallen crypt
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@lunar trout want to make a power laser

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with repair interface

lunar trout
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oh lord

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maybe

fallen crypt
# lunar trout oh lord

basically I want to make a bunch of complex systems but not for any use, more of concepts and practice

fallen crypt
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moving it here

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what things can i do to improve this? this is at its very early stages (ignore the debug mode multi-coloured bricks, was to test timing and other trigonometry shit)

planned already:

  • sequence will be much longer, will have a countdown and mechanics for actually setting up the bomb
  • camera shake (distance based)
  • brightness adjustments, more intense flare
  • an actual mushroom cloud and not just some invisible explosion thing
  • shockwave that causes ragdoll and throws the player in the direction.
  • have a more intense explosion sound than the weak one in the video
  • effects change whether player is out in the open or is in a sealed room
  • maybe make the ringing sound after the explosion. i scheduled it to run at the explosion time for dramatic effect

i want to have particles more visible from a long distance but particleemitter is annoying
maybe something with billboard but idk

mighty juniper
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nahhh bro this is all sick

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get enigma to hire u or smth

mighty juniper
mighty juniper
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oh, thatd do it

fallen crypt
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alwaysontop but is attached to a ray

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so it can shine past the containment building but not anything else

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well, it sorta just instantly disappears but I'm figuring it out

mighty juniper
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i see

fallen crypt
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I'll find something cool

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I might make it hover Infront of the building relative to the players camera but idk yet

mighty juniper
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huh, welp i wish u luck

boreal light
fallen crypt
fallen crypt
mighty juniper
fallen crypt
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egg simulator testing, for a future egg game that i'm getting commed for

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recorded by @tribal oyster

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soon to add jumping ability, with double jumps, as well as cracking dependant on health, falling too far will cause health drops

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i wrote the first script last night but forgot about mobile support, so i rewrote it today to support all platforms

fallen crypt
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this is actually fun already

boreal light
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eg

mighty juniper
fallen crypt
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gonna revive this channel

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oh my fucking god the lag

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ok thread is back

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so at the moment most of my scripting attention is on kog stuff, but can't show that as of now

i have two new projects in mind:

  • vr system
  • gun system
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yes i know how complex a gun system can be, i can assure you if i wasn't confident i wouldn't even suggest it

lunar trout
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dead

bright ginkgo
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e

fallen crypt
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Wow

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man

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yes i have projects due but ill get back