#I need help

1 messages · Page 1 of 1 (latest)

harsh gulch
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Hi so Im trying to make this dusty trip/dead rails kind of game but i want to know how to make a endless road like dusty trip i tried everything didnt work please help me I AM REALLY SORRY I CANT PAY

pliant lodge
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😭😭

craggy sluice
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bro

vapid flowerBOT
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studio** You are now Level 7! **studio

craggy sluice
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its just a endless amount of road/trails

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keep adding it

harsh gulch
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and also you mean like copy paste?

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would that lag the server? im new so i dont really know

craggy sluice
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oof

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if your new hold on

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i used chatgpt for this but here follow this:
💡 What You’ll Need
A Folder in ReplicatedStorage for track pieces

A Folder in Workspace to store active track segments

A Script to handle spawning/moving/deleting tracks

Optional: Models with rails, environment props, etc.

✅ Step-by-Step Setup
📦 1. Prep Your Assets
Create a Part or Model for the road segment.

Make sure all segments are the same length (example: 50 studs long).

Place 2–3 of them in ReplicatedStorage under a folder named "TrackSegments".

🧠 2. Server Script to Handle Spawning
Put this script in ServerScriptService:

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lemme script a code for u rq

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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")

local SEGMENT_LENGTH = 50
local MAX_SEGMENTS = 10
local TRACK_FOLDER = Instance.new("Folder", Workspace)
TRACK_FOLDER.Name = "ActiveTracks"

local segments = ReplicatedStorage:WaitForChild("TrackSegments"):GetChildren()

local function spawnSegment(position)
local randomSegment = segments[math.random(1, #segments)]:Clone()
randomSegment.CFrame = CFrame.new(position)
randomSegment.Parent = TRACK_FOLDER
return randomSegment
end

local function setupTracks()
local trackParts = {}
local startZ = 0

for i = 1, MAX_SEGMENTS do
    local segment = spawnSegment(Vector3.new(0, 0, startZ))
    table.insert(trackParts, segment)
    startZ += SEGMENT_LENGTH
end

-- Move segments to simulate motion
while true do
    wait(0.05)
    for i, segment in ipairs(trackParts) do
        segment.CFrame = segment.CFrame - Vector3.new(0, 0, 1)

        if segment.Position.Z < -SEGMENT_LENGTH then
            segment:Destroy()
            table.remove(trackParts, i)
            local newSegment = spawnSegment(Vector3.new(0, 0, (MAX_SEGMENTS - 1) * SEGMENT_LENGTH))
            table.insert(trackParts, newSegment)
            break
        end
    end
end

end

setupTracks()

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try it out lemme know if any bugs

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@harsh gulch

pliant lodge
#

💀

queen bay
queen bay
#

you have to learn a few weeks / months how to script everything, how everything works and stuff like that

harsh gulch