#Bug and i really need help

1 messages · Page 1 of 1 (latest)

ancient geode
#

Okay so basically i did a room generation system that succesfully(not rlly) creates 10 room i just created 4 sets of rooms, first one is a hall, second is a turn, third is a stairs up, and the fourth is a pentagon shaped large room, and when i run it, every room get mixed with each other and i showed it on 2nd photo, and i dont know how to prevent it.
If you need the script, i could send it.

nova jay
#

I recommend using BlockCasts, so you can choose a turn or a stairs up room instead of a hall, for example. I think this can work since you can check exactly what type of room fits in front of the current room, without collapsing with other one.

While I was writing this, I thought about creating a variable to let you know how much turns you've made by tracking the number of right and left turns relative to the start position, preventing the creation of a loop. I'll try to explain it better down below

#

Let's say our variable is, at the start, set to 0

#

When you add a right turn room, this increases in 1 and when you turn left, decreases in 1

#

By doing that, you can take control of what to choose, just like that:

local directionTracker = 0

function ChooseRandomRoom()
-- Some other code you have here, idk

local avaiableRooms = {
  'Hall',
  'Stairs Up',
  'Turn Right',
  'Turn Left'
}

-- Can't turn right
if directionTracker > 0 then
  -- Removes 'Right'
  turnRooms[3] = nil  

-- Cant' turn left
elseif directionTracker < 0 then
  -- Removes 'Left'
  turnRooms[4] = nil
end

-- Select the room randomly here
#

Make sure your room models have a well set primary part you can position properly