#Natural disaster survival gravity
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not sure but i would just weld the roof and wall as 2 other things and detect so when its broken break the weld constraint between them
I could maybe have a script weld everything together and when a part gets broken ill destroy the weld
thats a good idea
the game is really old. you gotta understand the limitations of the engine and luau at that time were really dated. what you can do now vs what you could've done then is vastly different
thats
uhh
not really how NDS did it
💔
how am i supposed to know how they did it
its just a bunch of parts
that gets unanchored
😭
roblox already handles physics itself when a part is unanchored so
that wouldnt be it either tho
if the roof is a bunch of parts unanchored it would collapse
and if the part was too big it wouldnt burn apart when its set on fire
what
Its just a bunch of parts that gets unanchored
Hey, I’m starting a new project based on explosions etc. and I want to know how to make parts/buildings destructible. Like in Doomspire Brickbattle. I’ve tried using weld constraints but they don’t seem to be removed when there is an explosion, also inlets and outlets etc. Could anyone help me? Thanks! Any help is appreciated.
Found this
it could work
If you make a building out of destructible parts, and just let roblox handle the gravity stuf
Use the Inlet and Outlet:
Another option is to use the Inlet and Outlet properties of a Part. The Inlet and Outlet properties allow you to create a hierarchy of parts that are connected together. When you apply a force to the Inlet, it will propagate through the hierarchy of parts until it reaches the Outlet.
id go with this. this is probably the best way to go about this if you want to implement future changes to the parts like fire
just enable join surfaces and build anything
it automatically adds welds to any parts that are connected
explosions destroy welds
its that simple
the other ppl are just overcomplicating it
draggem across ur face
Just anchor everything and when it’s hit un anchor it
thats what i have rn but i want gravity and i want everything not hit to be welded
I didnt know about this feature but after looking into it there are multiple issues. First I would have to rebuild my entire map, second it only works if parts are exactly touching one another (not overlapping)
that's how natural disaster works
if you don't like it then look for an alternative
what if i have 2 parts that are overlapping
it doesnt work
i dont beleive nds did that
yes it did
proof?
just look at any old models on the toolbox
and this is the only way you could achieve this behavior before
idk what you want me to prove, this is how welds work
I don't know what everyone else said but me personally I'd just have hit boxes for the disasters and if a wall touches said hit box it will destroy its welds
Or use ray casts for something like thunder if you want
Simplest thing is do use what I said first
For the ray casts dont mess with it unless you have to
i decided to use a slightly bigger hitbox instead