User:Outofspace/Request Lua Feature (Check)

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This is an archive of Request Lua Feature meant to hold the old forms so that the main page can stay loadable.

Please read through this before adding to this.

Suggestions

Connected event

  • Name:Connected
  • Type:Event
  • Function:none
  • it will lauch after it snaps welds... then you have parameter who connected...
  • Reason: it is usefull for something like if it connects to Part it gains script like... it will be usefull for bread factory too XD

by: coljetix


GetConnections()

  • Name:GetConnections()
  • Type:Function
  • Function:Array function exaple

game.Workspace.Part:GetConnections() gets readonly array variable

  • Parameters:
o Array you can access only with For function
  • Reason: i need it for my place to know who is connected and what to rotate...

by: coljetix There already is a request for this. "GetSnaps()"

Coljetix:i dont need snap i need weld too...
Its the same thing. It will get what you want.
Coljetix:i need readonly like :GetChildren()it will be realy usefull

Sprite object

  • Name:Sprite
  • Type:Object
  • Function:none
  • Parameters:
o Picture: sets a picture of it
o Position: Vector3 position
o Size: Vector3 of Picture size  
  • it is like a Healthbar or a Sparkle just you can modify it and create your own things like

black hole,Custom Explosions,Light,Nukes!!,And much more...

  • Reason: many reasons

by: coljetix Workaround: Insert a clear, noncancollide part with a decal. Unless you mean something on the screen, which would be usefull. -- bailinbone15

coljeitx:i mean what will rotate intro position of your camera like HealthBar but if it is in Player object then only player can see it...
That would be usefull, but might be hard to add. --bailinbone15

MoveTo

  • Name: MoveTo(Vector3 Area)
  • Type: Function
  • Function: A simple function to make a brick fly to a specific area determined by Vector3 Area
  • Parameters: Area
    • Vectors3s: Area, a vector3 value to tell the brick where to fly to.
  • Reason: To design a floating and redesigning sculpture that breaks and reforms into something different.

By: Micd3e Workaround: Insert a bodyPosition object into the part. That can be used to set what position it moves to. -- bailinbone15


KeyUp

  • Name: KeyUp
  • Type: Event
  • Function: A new listen function that will let scripts respond to an event of a keyboard button let go.
  • Values: No values, it's an Instance.
  • Reason: Want to make vehicles that will not need constant keyboard button jamming to control. Since there is only a KeyDown function, there is no choice but to do exactly that. With KeyUp, I can drive vehicles by holding down keys. A very much needed Instance.

In-Development, additions/upgrades to Keyboard object/Mouse Object. ---Mr Doom Bringer 19:51, 28 March 2008 (CDT)


PrintChat

  • Name: printchat (or something like it, whatever will fit into the code)
  • Type: Command/Class?
  • Function: Prints a string to the chat area, like a player typing, only coming from the code. The text should appear in gray, and the name could be set in a variable.
  • Values:
    • printchat.name - Sets the name that the chat is said by.
    • printchat.message - String. Message text.
  • Reason: Want a bot that can tell time, respond to users, print out random messages, etc.

Added. See: players.Chat in the object browser ---Mr Doom Bringer 23:54, 3 February 2007 (CST)
Note: Appears to currently crash the game when used at time of this writing. ---Mr Doom Bringer 19:51, 28 March 2008 (CDT)



OnPlayerSay

  • Name: onplayersay(<string>) (again, or whatever will work with the code)
  • Type: event
  • Function: Activates commands when player says <string>'s value. Should work like an "If" statement.
  • Values (Not applicable)
  • Reason: Infinitely useful. Have a script wait for a command, then execute (IE: player types /open to open a door) Auto-chat scanning bot, to automatically remove, and subsequently warn, a player for bad words.

Added. See: player.chatted in the object browser---Mr Doom Bringer 23:54, 3 February 2007 (CST)



Draw Distance

  • Name: DrawDistanceScale
  • Type: Enum
  • Function: I'm sure you've heard of it. The view distance of the player is set to a certain distance, he can only see for, say, 250 studs in every direction, then it fades to black everything behind the trip distance, it stops rendering it.
  • Values: drawdistance(<value>)
  • Reason:Massive maps. Instead of having to render every part of the map at once, just have a small portion rendered at once. The 500 stud diameter of the view is the only thing to render, everything else is not rendered till you get closer, so since the processor has less to render, less lag on large maps. Easily create a very area with low graphics lag.

Semi in-use. Far Plane Clipping is enabled, however it appears to become intermittent and unpredictable ---Mr Doom Bringer 19:51, 28 March 2008 (CDT)



Physical Properties

  • Name: Physical Properties (phys props)
  • Type: String
  • Function: Add specific weight, mass and buoyancy to objects. To keep the code simple, I imagine three values, wood, metal and plastic. Each brick would have this assigned to it, which would determine how it reacts to being in water, how easily it floats, the amount of force needed to move it, etc.
  • Values:
    • String: "Wood", "Metal" or "Plastic"
  • Reason: Needed for Water, and it would make the types of models and cars more diverse. Reason to update gravity in engine?

---Mr Doom Bringer 21:19, 18 March 2007 (CDT)



Shaders

You know what needs be done here. ---Mr Doom Bringer 20:52, 15 June 2008 (CDT)



OS Clock functions.

  • Name: os.time([table]), os.date ([format [, time]]), os.clock
  • Type: Functions, built into the scripting backend.
  • Function: Several differnt things, generally having to do with the date and time. More information can be found in the Lua documentation
  • Reason: I'd like to be able to get the current time of the server, and set the time in-game accordingly. Get events like when it's Christmas or Halloween, etc.
  • Add. info: It's part of one of the standard Lua libraries, you'd just have to take out other os functions.

---Mr Doom Bringer 20:22, 1 August 2007 (CDT)



Brick Rotation

  • Name: Rotation
  • Type: Vector3
  • Function: Shows brick's rotation on the value's axis with degrees from 0 to 359.
  • Values: x, y, z
  • Reason: The Position property shows the position of a brick, but what shows it's rotation? For example, clicking on a 2x4 brick and pressing T (while camera is parallel with z-axis) would tilt the brick as normal. When that happens, brick.Rotation.z would change to +90 degrees. Can you kind of see where I'm getting? It would be very useful for simple rotation, like changing the x value to 45 would instantly make a ramp. It's sort of like RotVelocity, minus the velocity. Here's an incredibly vivid example.

?-Anaminus-? 04:37, 16 September 2007 (CDT) Ananimous:i aggree it will be usefull for everyone because now we need to use scripting for what...



Crouch

  • Name: Crouch
  • Type: movement
  • Function: makes your character duck for a second
  • Reason: cause it would add a whole new level for battleing an osticle course imagen a missle coming at you and you dodge it by ducking



Boundries

  • Name: boundries
  • Function: make a boundrie where only a script can work. E.I. on telamons moon you could have a moon base by setting a boundrie round it so the no helmet script doesnt aply
  • Reason:wanted to make a base on telamonsmon

Already in development, see Geometry object in Class Explorer ---Mr Doom Bringer 14:00, 11 March 2008 (CDT)



Map to Map teleportation

  • Name: Map to Map teleportation
  • Function: Say i wanted to link my zombie containment center to my training area... i could place one of these in my zombie containment area and in my training place. i go to test it and i get warped from one place to a different place without having to exit roblox.
  • Reason: There are quite a few places that could be linked together to make transportation easier.
  • Comment By TravisDeP: Maybe a new object in the game allowing map to map communication
Requested by: Escaro

Before Shanethe13 was banned, he was working on this, so it may be possible. ANU1


Face

  • Name:Face
  • Type:Enum
  • function:Finds what face is Multiple(such as mouse.target.Face or hit.Face)
  • Parameter
    • Enum
  • Reason:
  • A truely one way door (or my real reason: A surface changer that changes only that face)
mouse.Target.Face.SurfaceId = Blah --Dont know if the SurfaceId is right.

--TravisDeP use LookVector its the same



MouseOver

In object "ClickDetector"

  • Name:MousedOver
  • Type:Event
  • Function:Detects when mouse is moved over
  • Paramaters: player (returns owner of mouse)

--TravisDeP



MouseOwner

In object "ClickDetector"

  • Name:MouseOwner
  • Type:Read only property
  • Function:Detects the player that clicked it
  • Paramaters:String

--TravisDeP



Sparkle Size

  • Name: SparkleSize
  • Type: Property (In Sparkles)
  • Function: Changes the radius to which sparkles are shone forth.
  • Parameters:
    • SparkleSize: A whole number that is the distance, in studs that sparkles will radiate to from the part.
  • Reason: Sparkles are nice, but the current size doesn't suit all needs. Say you wanted to make something small, like the tiniest sparkle to hint at treasure nearby. Larger things may be wanted, too...

--JustinP231 20:27, 5 April 2008 (CDT)



Sparkle Color

  • Name: SparkleColor
  • Type: Property (In Sparkles)
  • Function: The color of the sparkles, obviously. You could use either Color3, or BrickColor for this...
  • Parameters:
    • SparkleColor: Either a Color3, or BrickColor value that changes what color the sparkles are.
  • Reason: With various sparkle colors, you could do a much larger variety of things with sparkles. Purple is a nice glow color, but you could also use, say, blue sparkles for a sprinkler, orange-red sparkles for fire, or red sparkles for blood. Adds another dimension to sparkle use...

--JustinP231 20:30, 5 April 2008 (CDT)


This is now implemented into ROBLOX.


nccvoyager



Sparkle Shape

  • Name: SparkleShape
  • Type: Property (In Sparkles)
  • Function: Change the shape of the sparkles.
  • Parameters:
    • SparkleShape: Probably an Enum value. I'd imagine just a few shapes would do fine, like maybe cross, diamond, dot.
  • Reason: Diversify the effect of sparkles.

--JustinP231 20:37, 5 April 2008 (CDT)



Sparkle Density

  • Name: SparkleDensity
  • Type: Property (In Sparkles)
  • Function: Change the density of the sparkles that radiate.
  • Parameters:
    • SparkleDensity: A whole number. The number of sparkles in, say, a five by five stud area.
  • Reason: Thin or dense sparkles could provide more interesting effects. Thinly placed sparkles could create a raining or snowing feel, while sparkles could be placed close together to simulate fire, or streams of energy, etc.

--JustinP231 20:37, 5 April 2008 (CDT)



LightSource.Position

  • Name: Position
  • Type: Vector3 Value
  • Function: Allows for more interesting lighting setups.
  • Values: A basic x, y, z coordinate.
  • Reason: Adding a lightsource position would aid a lot of maps ecspecially indoor maps, by not haveing everything in shadow, the light could come forme a light on the ceiling. Another map, say a nightime street map, could have the lightsource be a roadlight, or even car headlights. Lastly, in some really tall maps, when you are at the top, the lightsource will sometimes be below you. The reason this is different from the above one is that this would set where the shadows come from.
  • User: bailinbone15
  • Commented by Tgp1994: That would add a whole new level of graphical effects to ROBLOX. I would LOVE it, and it especially would come in handy when making movies, as you could add lighting to the scene. Also, some good sub-features to this could be:
    • LightSource.Radius; changing how big the light could get, from a laser pointer, to a light bulb.
    • LightSource.Color; or Color3.new, could use the same colors as bricks to give it a little tinge, would be awesome in disco maps.
    • LightSource.Brightness; how bright it is.
    • LightSource.Direction; I'm thinking that we could have it facing a direction from a brick, since it would be inside of one, so say the LightSource.Direction is Top, then the light would be comming out of the top of the brick.



Shine and Reflectance

  • Name: (1.)Shine (2.)Reflectance
  • Type: Properties
  • Function: The "Shine" property in ROBLOX will replace the current "Reflectance" property. The new reflectance property will give a choice of diffrent shading and actuall options to reflect things to bricks and meshes. An object's ability to reflect light from the skybox and its ability to reflect the things around it could be altered by this property. Objects with the most reflectance will show on their surface everything around them. Objects with the least reflectance will be hardly show and light reflectance when they move. Setting reflectance to 50% would make an object very glossy.
  • Parameters: Will only be able to work with "Parts" and "Meshes".
  • Reason: This property would give new levels to gameplay.
  • User:outofspace 04:04pm CST May 02, 2008



:GetSnaps()

  • Name: getsnaps
  • Type: Value
  • Function: Returns a value of how many things a part is connected to.
  • Parameters: Should work with parts and models.
  • Reason: It would be usefull as a way to tell if something has been destroyed or not.
  • Suggestor: bailinbone15
  • Update: It actually would be GetJoints() from the current functions.



:Team Limit()

  • Name: Team Limit
  • Type: ???
  • Function: set limits of people for team (exp: 4 people for blue 1 person for red)
  • Parameters: ??? (sorry I'm new to scripting still)
  • Reason: It would be good for 4 player places that need colours to be able to tell apart player 1 from player 4.
  • Suggestor: artha14|artha14

Temporary Workaround: Use a while true do loop that brings up players and checks their Team Colors. If more than one read a color, choose one to change. -- JustinP231 17:52, 18 May 2008 (CDT)



Player:SelectTool(instance HopperBin)

  • Name: Player:SelectTool(instance HopperBin)
  • Type: Function
  • Function: Forces a player to select a tool.
  • Parameters: No one needed
  • Reason: Well... xLEGOx, in his RPG, uses the tool that self-removes and etc... I think it would be much more easier if ROBLOX Staff make this function. And i think it's easy to do, too.
  • Suggestor: SirGelatina

Temporary Workaround: For tools, just change the tools parent to the character in the workspace. --Toxsikkilla



Stopped

  • Name: Stopped
  • Type: Event
  • Function: Triggers a function when a sound finishes playing.
  • Parameters: It should work with sounds.
  • Reason: It would allow for easier ways of creating jukeboxes and similar things, by allowing it to wait for the sound to finish playing, instead of having to wait time, which could easily glitch when a game is lagging.
  • Suggestor: bailinbone15



Sparkle Direction

  • Name: SparkleDirection
  • Type: Property (In Sparkles)
  • Function: Changes the face of the part the sparkles come out of.
  • Parameters:
    • SparkleFace: Enum for face of parent brick.
  • Reason: It would allow for much more interesting ways to use sparkles. You could have sparkles going up to represent digging or fire. Sideways sparkles could be for leaking pipes, water fountains, or windy fire. Downward sparkles could be used to create weather effects such as snow or rain.
  • Suggestor: bailinbone15



Clock

  • Name: Clock
  • Type: Object
  • Function: Allows players to input their current time appon entering a server. A digital clock would be displayed on the very top of the screen. The object would change the clock to the approprate time given. If no Time is given, there will be no clock displayed. The clock object will reside in "game.Workspace.PlayerName" where PlayerName is the Player's name.
  • Parameters: It can only be placed under models. The time value, however, can be accessed by scripts.
  • Reason: There are many things that could result from this. It's simple to create and it could be used in colaboration with the lighting service.
  • User:OutOfSpace 01:24pm CST April 29, 2008
The OS Clock function pulls the time straight from the ROBLOX server. This (Clock Object) would prompt users to input a time. --OutOfSpace 13:24, 7 June 2008 (CDT)



Precise

  • Name: Precise
  • Type: Enum (In formFactor)
  • Function: A more precise scaling option for parts.
  • Parameters: Should adjust in at least on tenths.
    • Reason: It would allow for more exact building, and scripts. It could also work as an extension of Symetric. It would allow for more reasonably sized droplets of water coming from fountains, among other things.
  • Suggestor: bailinbone15

Workaround(In some cases): When using water from fountain, just script a sphere mesh to be inserted into the drop upon creation. Turn the scale down until size is the way you want it. The brick will still be the size entered, but the mesh wil make it look smaller. --JesseTV



ImageFromCamera

  • Name: [Camera]:ImageFromCamera()
  • Function: Gets a usable image on the client that can be put onto objects.
  • Parameters: Outputs a decal or string that can be placed onto parts. Shouldnt lag, as it is done on the client machine.
  • Reason: Would be great for Portals, and many other things.
  • Example: Brick.Decal.TextureId = Camera:ImageFromCamera()
  • Suggestor: Toxsikkilla

Edited by --Toxsikkilla 02:19, 20 June 2008 (CDT)



Sparkle Texture

  • Name: .Texture
  • Type: String Property
  • Function: Changes the default texture of sparkles.
  • Parameters:
  • Reason: As people complain about the lack of features in the sparkle feature, there need to be a quick and easy way to change that. Theres no need for 5 sparkle properties according to apearence. Why not just be able to change the texture? It could simply be a new color or something not even a sparkle. Just imagine smoke comming frome an engine or fire shooting out. Roblox players are creative enough to make any thing work. Sparkles are the back bone. It should be extremely easy to add in this single property.

--Weasel 13:03, 17 June 2008 (CDT)



Camera Zoom

  • Name:Zoom
  • Type:Camera Property
  • Parameters: Value
    • Intergers: Studs away from canera target(zoom)
  • Reason: To make it possible so players are forced to be in first person during the game.

--Weasel 10:58, 19 June 2008 (CDT)

Workaround: game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CameraSubject.Parent.Head.CFrame-- That means, put the camera's position inside the head of the camera's subject. That should work.-- [[User:ibly31]ROBLOX:ibly3331] 24 June 2008

Above Workaround freezes the camera, use this code: game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(game.Workspace.Player.Head.Position-game.Workspace.Player.Head.CFrame.lookVector) User:Zacrath


Explosion Duration

  • Name: Duration
  • Type: Float
  • Function: A setting for how long an explosion lasts
    • Reason: There could be many uses for explosion durations, such as having a never ending one as a torch, very quick explosions as effects for gunshots, or long explosions for engines.
  • Suggester: bailinbone15

CanCollide Percentage

  • Name: CanCollideRate (Or something similar)
  • Type: Property (I think...)
  • Function: Restrain movement when anything goes through the brick
  • Values: Simply replace the CanCollide checkbox in the Properties menu with an input area, like Transperancy or Reflectance.
  • Reason: Allows creators to create a water effect, so when you walk through it, you slow down,like in real life. This can sort of be achieved by making a conveyor belt CanCollide(false) and slowing it down to about half speed of walking bt it only works form one direction. BUT, if someone has a script that has CanCollide(True/False) in it, it should still work. Just change that function to fit in with the new one.
  • User: JesseTV


Toolbox Location

  • Name: (Anything that fits well)
  • Type: Property (I think...)
  • Function: Move the location of the ToolBox to a more conveinient location.
  • Values: Just allow the toolbox to be clicked and dragged during map creation.
  • Reason: Allows creators to move the ToolBox (Or StarterPack, Inventory, you get the point.) to a different location. If this is not possible, at least move the ToolBox a few pixels higher whenever a HintBox is present on screen.
  • User: JesseTV


Bed

  • Name: bed
  • Type: Object
  • Function: Like a seat only instead of making the player sit it makes the player lie down it makes the player lie down.
  • Reason: You could make a water park with those sun bathing beds or make a little planatariam with star gazing beds, my point is you cold make a bunch of cool things.
  • Suggester: dimitriye98

WorkAround: Just rotate the seat. --~Roni123 13:23, 23 July 2008 (CDT)


Explosion Color

  • Name: Explosion Color
  • Type: Property
  • Function: To change the color of an explosion
  • Parameters: A Color3 Value
  • Reason: Haven't you ever wanted to make something shoot out somethinga different color withoud having to use lots of bricks? With this you could simply make a colored explosion.
  • Suggestor:fuggles



Explosion Texture

  • Name: Explosion.Texture
  • Type: String file location
  • Function: More custizability for explosions.
  • Values: A string for the file location.
  • Reason: You could change the texture to be a circle for a glow effect, fire for, well, a fire, a more detailed explosion texture, or even text or othe things.
  • User: bailinbone15



View Health Status

  • Name: HealthFrac
  • Type: Title-Text?
  • Function: Displays the amount of health you currently have left as a fraction not simplified. (Ex: 45/100) A small message box will appear displaying your health status when you pass your mouse over the health bar. (Similar to title-text.)
  • Parameters: Will display current health only. So if it is 100000/24.14, that will be displayed.
  • Reason: It's simple to put in.
  • User: outofspace



Clickable

  • Name: Clickable
  • Type: Bool Value
  • Function: It would cause the green walking disk to go through the part as if it weren't there. It should also affect mouse.hit and the other mouse things, and humanoid.Target. It would basically work the exact same as if you were trying to click on yourself. The spot would be behind you, and it is impossible to click on you.
  • Values: Bool IsClickable.
  • Reason: This would help a lot in certain places. It could be used to make a less obvious invisable walls, or triggers for certain events. If this is implemented, you could create an invisible trigger that is impossible to find. If it also caused mouse.hit, and Targets in tools to go through, weapons would be less likely to glitch up when used around them. It has to be a separate value because if it was a part of locked, then you wouldn't be able to click the baseplate. If it was part of cancollide, trap doors and fake walls would be too obvious.
  • User: bailinbone15



Selective CanCollide

  • Name: selective cancollide
  • Type: property
  • Function: a brick which has cancollide false with brick A but cancollide true for brick B. basically means it goes through some bricks and doesn't go through others.
  • Values: i dont know
  • Reason: it would make it much easier to make a "sinking" effect for boats and to make team selective force fields.
  • User: ilikecereal
coljetix:i wanted to post something like it XD but then i see you already did...
  • Workaround: Try this for the brick/name selective
function onTouched(hit)
if hit.Name == (insert name here) then
	script.Parent.velocity = Vector3.new(#, #, #)
else (whatever)
end
end

script.Parent.Touched:connect(onTouched)

or, for team-selective

function onTouched(part)
if part.Parent:findFirstChild("Humanoid") == true then
	aa = game.Players:GetPlayerFromCharacter(part.Parent)
	if player == nil or player.Character == nil then return end
	if player.TeamColor == (insert BrickColor value) then
		script.Parent.CanCollide = false
		wait(2)
		script.Parent.CanCollide = true
	else script.Parent.CanCollide = true
	end
end
end

script.Parent.Touched:connect(onTouched)

Hope that helps. Ty\/II


TestJoints() Function

  • Name: TestJoints() Function
  • Type: Function
  • Function: Returns a string based on how many connectors are in the brick
  • Values: Strings
  • Reason: this would be very helpful for more realistic maps where by if a plane does not have its "engines" it would stop or explode
  • User: ilikepie890123
  • This is already suggested as GetSnaps(). --bailinbone15

SelectiveGameTool = no SelectiveCopy = yes

  • Name: CanCopy CantGrab
  • Type: Function
  • Function: Allows you to make a certain brick only moveable with Copy or not deleteable or not copyable.
  • Values/Parameters: permission(bin) = ("Copy" , "Delete")
  • Reason: Making a brick non-copyable would prevent spamming. Non-Deleteable bricks would Prevent Deleters.
  • Suggestor: User:SML879
  • Workaround: Make bricks that are non-copyable and non-deletable locked. :User:ibly31
  • Correction: If the bricks are locked then it will not be copy-able either. :User:HellbenderIII
  • Workaround: Use my SelectiveBricks. Cole2

onwalkthrough function

  • name: onWalkthrough()
  • type: function
  • function: essentially it's like an onTouched or, onClicked, script, except its if a player walks through a walk-through brick (CanCollide = false)
  • values: string
  • reason: this would be helpful for making hidden buttons, especally if you want to have a jail cell that would close automatically behind who ever walks in it, it would prevent the very obvious risen elevation of the character when they step on a hidden button
  • suggestor: hoshi711
Workaround: Have a line in the ontouch script that checks if the toucher's parent has a humanoid. The button could still be non-cancollide. --bailinbone15

Hummanoid Color

  • Name: Hummanoid Color
  • Type: Property
  • Function: Changes teh color of the hummainoid displayed as well as the color of the person's name in the chat/player field. If no color is selected, it defaults to white and the player name color in th player field is random.
  • Values: Color strings?
  • Reason: People want this...and it's cool.
  • User: outofspace

Fish-Eye Lens

  • Name: FishEyeLens
  • Type: Property (In Camera)
  • Function: When set to true, makes the camera warp everything visible to make it look like a fish eye camera.
  • Values: Bool
  • Reason: It would bring out new maps, and help with old ones.
  • User: cole2

CoordaniteFrame

  • Name: CoordaniteFrame/CFrame
  • Type: Value (In Camera)
  • Values: CFrame Value of where the Camera is.
  • Reason: i've seen it on the wiki, but it doesn't exist. also it would bring out 1st person maps and bring out models.
  • User: cole2
Use Camera.CoordinateFrame. (You switched the 'a' and the 'i'). -- bailinbone15
I looked in the Object Browser and that didn't exist! --cole 16:40, 2 September 2008 (CDT)
It doesn't include some things, for some odd, unexplained reason. -- bailinbone15
k i found it --cole 16:40, 2 September 2008 (CDT)

Explosion Direction

  • Name: Explosion Direction
  • Type: Property (In Explosion)
  • Function: To make an explosion move in a certain direction
  • Parameters: Vector3 Value. Could possibly be made into two properties, direction(Vector3) and Concentration(Single Value). The purpose of direction, which direction the explosion goes in. The purpose of Concentration, how much the explosion is concentratied in the way of the direction.
  • Reason: Would make it posible to have an explosion come out of a hole in the wall or more realistic guns or cannons.
  • Suggestor: fuggles

User:fuggles

GravCords

  • Name: GravityCoordanites
  • Type: Property (In Workspace)
  • Values: Number value of the radius of gravity from the position of 0, 0, 0 any thing past the 'ball' of gravity would float.
  • Reason: Making space places where you can be on Earth and there's gravity, but when you exit the planet theres no gravity.
  • User: cole2


TouchPosition

  • Name: Position
  • Type: Vector3/CFrame
  • Function: It would be another thing returned by touch and hit, like the part that was hit. It would be the actual location where the parts hit, or even a CFrame looking at the hit part.
    • Reason: This would allow for really cool effects, such as a charred texture where a rocket hits a wall.
  • Suggester: bailinbone15


Density

  • Name: Density
  • Type: Property for a brick
  • Function: it would be something to replace the can collide, and it would make can collide a decimal between 1 and 0. 1 would be can collide true and 0 would be can collide false. if the higher the density goes the heavier the brick will get until its at its actual weight, so if the density equaled 0.1 a really big brick would be easy to move around however if density equaled 0.9 that big brick would not be so easy to push.
  • Reason: it would make for more interesting structures, because some parts of the building could be easily moved and broken by the weak explosion from a missile while others needed a bomb to blow apart.
  • suggestor: hoshi711

DecalResolution

  • Name: Resolution
  • Type: Vector2? Or an X and Y value.
  • Function: This would be two numbers, which would set how much big or small a decal is. This is only really neccesary if the DecalOffset is implemented.
    • Reason: This would let a single, lage texture, be made smaller, for a more detailed image at the center of an object, or, with the Offset, have it not change size in different parts.
  • Suggester: bailinbone15
  • Insteand use textures that have that properties! - kubasz

DecalOffset

  • Name: Offset
  • Type: Vector2? X Offset and Y Offset
  • Function: IT would allow you to offset a decal, such as having it show up two uits higher than normally. This would need the above Resolution request for more precise positioning.
    • Reason: This would let people have an explosion texture show up, without needing to create a new part to have it in the right place.
  • Suggester: bailinbone15

Glow

  • Name: Glow
  • Type: Color3/Lighting/Boolean/Mesh
  • Function: A certain object will cause a glow that will iluminate just a certain area. It need a boolean called Enabled to make it work or not and a mesh option to make it glow to a certain direction
    • Reason: Making things like lightbulbs and flashlights that do change lightig not just meshed.
  • Suggester: malc623
This is suggested, in a way, in the Shaders request. --bailinbone15

Rope

  • Name: Rope
  • Type: Brick (I should think)
  • Function: It would allow people to add ropes to things, not just scant old cylinders with hinges.
    • Reason: This would make attaching things for a swing alot more fun. You could also script it so you could hang onto things...
  • Suggester: Makingblah

More colors

  • Name: BrickColor
  • Type: unknown
  • Function: unknown
  • Parameters: unknown
  • Reason: I have tried to make different colors of red, and there was only one shade, I soon noticed that I could make more colors then what the part properties limit you to. I still could only find one shade of a true red look. What I want is more brick colors that I can script into the brick properties.
  • Suggester: TechGuy
  • Look at Color_Reference. There are other red shades there. Besides, it wouldn't make sense to have more than one "True" red, right...? MINDRAKER 14:52, 18 September 2008 (CDT)

Touched(x,y,z)

  • Name:Touched(x,y,z)
  • Type:X, Y, or Z value
  • Function:To check which side of a brick a person has touched.
  • Trigger: Like on onTouched, only thiis would be the connection: script.Parent.Touched(-x, -y, -z, x, y ,or z):connect(onTouched)
  • Reason: To make it where you can trigger something when a certain side of a brick.

by: fuggles


Follow Object

  • followObject:
  • Type: Function
  • Function: Sets the specified part to follow another part.
  • Reason: Instead of using extremely complex scripts that may have many errors it will simply follow the player or brick.
  • Username: robobuilder7331
  • Example: Insert a script into a brick called "brick" and create another brick caled "Part" then put "script.Parent:followObject(Part,16)" to make it follow Part with a speed of 16.

Easy workaround: Two words: RocketPropulsion! Wacko McGoose 02:50, 16 November 2008 (UTC)