#How should i approach this?

1 messages · Page 1 of 1 (latest)

zealous girder
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Right im making a blox tales Transition thing as to reference the game to m ygame without causing copyright issues.

But i cant really get the "Exploding" parts to get going cause VPF are only for rendering, how should i do this instead?

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I already have a V1 of it

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But i want to get the exploding one, since its actually cool asl

fleet locust
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i dont have experience in vpf but cant you just apply force to the parts?

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to my knowledge vpf is kind of like a camera so just apply force to the parts its watching

split mortar
ruby stone
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if you were desperate to workaround VPF then make ur own VPF system

make parts be shown on the players screen by constantly positioning and rotating the parts according to the player’s camera position and orientation

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since it’s happening locally then the parts created won’t be seen by others

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that way you can workaround VPF

fleet locust
split mortar
fleet locust
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thats what i suggested

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the parts that show up and build up on screen btw

zealous girder
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VPF is just for rendering

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not for physics

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so i dont know how to approach this

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( thanks to sinister for ts 🥹 )

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im not so sure about if they did use VPF at all

zealous girder
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its not really built for physics

split mortar
# zealous girder not for physics

i actually did not know that, perhaps (like how @ruby stone suggested) ditch the viewport frames and place physical parts infront of the player camera locally

zealous girder
split mortar
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@zealous girder
https://devforum.roblox.com/t/is-there-anyway-to-get-physics-in-a-viewport-frame/1446937/5

to summarize, the answer given was to use worldmodels, now these cant provide full physics to vpf's but can allow for joints & animation, you could consider this and simply animate said explosion of parts?

it'd be much less of a headache.

rugged token
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you can tweak the numbers to make it better

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if this is to your liking

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i can help on it

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i just used and explosion to make them scatter

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can change the explosions position and power

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to your liking

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i just connceted it all to my camera

zealous girder
rugged token
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local cam = workspace.CurrentCamera
local runService = game:GetService("RunService")
repeat task.wait()
until #workspace.framez:GetChildren() == 16
local clone = workspace.framez:Clone()
clone.Parent = cam

runService.RenderStepped:Connect(function()
    clone:SetPrimaryPartCFrame(cam.CFrame)
end)

task.wait(2)
local val = 500
local exp = Instance.new("Explosion")

exp.Position = (cam.CFrame:Lerp(clone.middle.CFrame,.6)*CFrame.new(0,1,0)).Position
for i, v in clone:GetChildren() do
    if v.Name ~= "cam" then
        v.Anchored = false
    end
end

exp.Visible = false
exp.BlastRadius = 5
exp.BlastPressure = 300000/2.5
exp.DestroyJointRadiusPercent = 0
exp.ExplosionType = Enum.ExplosionType.NoCraters
exp.Parent = clone.middle

just as an example, you might want to change things according to your game

zealous girder
rugged token