The TrussPart object is a physical object. It, when it is in the Workspace, will move and interact with other parts. It can have bonds formed with other parts, so that the two parts stay in the same relative position.
Three truss parts, showing the different styles. Left to right, Alternating Supports, Bridge Supports, No Supports
Truss parts are the same as Parts, except that they have a different visual style and resize differently. You can still use them just like regular bricks, they just look cooler.
The TrussPart object can be edited using the various Studio tools. It is available via either the Insert menu, or the Object Insert menu.
There are many scripting opportunities using the TrussPart object. Many of the other scripting objects, such as BodyForce objects operate inside of a TrussPart or other physics based objects. Editing the TrussPart's properties through a script can result in a lot of fun opportunities.
Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.
Fired when another part comes in contact with another object. This event only sends data to the client notifying it that two parts have collided, whereas Touched sends data to the server.