#Grid placement system with conveyer belt
1 messages · Page 1 of 1 (latest)
i don't see much here, just a bunch of lines. what even is this. doesn't look like any kind of conveyor belt i ever saw.
what does this have to do with scripting?
** You are now Level 4! **
sorry i just saw your message anyway
this is how it works but i think i will try what we discussed anyway
well how else would you fix it?
yeah its just a matter of breaking it down to its simplest parts and then making that happen
if the textures aren't aligned then align them. lots of ways to do that ;p
whats the simpliest?
they're all equally simple
well whats one way that you recomend?
before i go on a spree of doing random stuff
ye that's your bad habit. habits die hard.
the more ooga booga caveman you are about it, the easier it will be to write.
unworthy 
well the way i was thinking of it right now was to find a line of convey belts
and then work from there?
the worst thing that can happen in trying is you learn something 
at least i tried right?
show more
1 second not enough?
record longer than 1 second ;o
@spiral aspen
i wanted here to rotate the egg based on its rotation
so like how i done
local targetPosition = egg.Hitbox.Position + (egg.EggHitbox.CFrame.LookVector * 5)
but for angles
so i tried
local baseCFrame = eggModel.EggHitbox.CFrame
local rotatedCFrame = baseCFrame * CFrame.Angles(math.rad(45), 0, 0)```