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
#Taffo's Various Projects (Scripting)
106 messages · Page 1 of 1 (latest)
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
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
I mean it almost works apart from the humanoid not interacting with it properly
also another completely random project unrelated to this one, i made this a few years ago I believe. scp 650!
both impressive projects
very random i know! but i hoped that someone would find interest in them for once. thank you for your input, much appreciated
ofc
you could make some sick obbies, sci fi puzzle games, or space exploration stuff with that gravity thing
Someone (who i've worked with before) gave me an offer to dev their obby. They wanted me to experiment with gravity stuff, which is why I'm exploring it in the first place
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
I'll find a workaround hopefully, it seems I have to do that a lot with roblox engine
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
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
An example with lower amplitude
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
This is what a script needs to have in order to run the modulescript. All inputted values have their data types checked also
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
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
@true solstice LOL
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
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
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
Taffo's Various Projects (Scripting)
Ok the jetpack model sucks so when I do show it, you have to keep that in mind 🤣
I can't build well
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
lets go we're flying
hehe thats all so far
did you see the lightning from the day before, i made a generation handler and algorithm
#1113234817333604462 message this stuff
yeah it can change settings and such, like amplitude and wavelength, can go nuts or be subtle
i spend too much time on stupid things
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
wow imagine finishing anything
gotta complete irl projects first
🤓
wow crying

thanks
took me a while to sort out a calculation for size depending on center position percentage
but yeah that feature was sorta just additional, thought I'd play with it to practice
tip: when making roomba ai, remember to actually disable jumping in the pathfinding parameters
also @simple zephyr what do you think of this
it was made as part of my suggestion in qcod
makes things easier for raiders and qso
its a cool concept imo
i hate having to go through the damn logs
because of differing names, display name to username, and tons of other stuff in there
yeah dont we all
basically I want to make a bunch of complex systems but not for any use, more of concepts and practice
moving it here
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
also how did you make the glow particle show up from that far away? i found particle emitters stop at 1k studs so im wondering what you used as substitute
billboardgui
oh, thatd do it
alwaysontop but is attached to a ray
so it can shine past the containment building but not anything else
well, it sorta just instantly disappears but I'm figuring it out
i see
I'll find something 
I might make it hover Infront of the building relative to the players camera but idk yet
huh, welp i wish u luck


heat distortion
heat death
yes do some funny coder magic and lock the player in the game until the heat death of the universe
egg simulator testing, for a future egg game that i'm getting commed for
recorded by @tribal oyster
soon to add jumping ability, with double jumps, as well as cracking dependant on health, falling too far will cause health drops
i wrote the first script last night but forgot about mobile support, so i rewrote it today to support all platforms
eg
me when making anything: "whats mobile?"
gonna revive this channel
oh my fucking god the lag
ok thread is back
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
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
dead
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