Metascript Guide: Difference between revisions

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>HotThoth
New page: == Set-up == 1.] First, copy the source code of the metascript you want to use into a text file and save this text file somewhere on your computer. 2.] Next, open up the level you want t...
 
>Anaminus
redirecting instead
 
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== Set-up ==
#redirect [[User:HotThoth/Metascript Guide]]
1.]  First, copy the source code of the metascript you want to use into a text file and save this text file somewhere on your computer.
2.]  Next, open up the level you want to edit in Roblox Studio, then go to Tools --> Execute Script, and select the text file you just saved.
3.]  Now, just type the metascript command you want to use into the Command bar.
 
 
== Commands: ==
===NudgeScript===
Allows for precise placement and orientation of models
 
    To “Nudge” the selected objects linearly by the vector (10, 20, 30):
    game.Lighting.Nudge.Value = Vector3.new(10, 20, 30)
 
    To rotate the selected objects by 10 degrees around the current axis of rotation through the object’s centroid:
    game.Lighting.TiltAngle.Value = 10
   
    To change the current axis of rotation to be the z-axis for future rotations:
    game.Lighting.TiltAxis.Value = Vector3.new(0, 0, 1)
 
    To reset the orientation of selected objects to a canonical “un-rotated” orientation (to allow for alignment to absolute orientations and not just relative ones):
    game.Lighting.ResetOrientation.Value = true
 
    To remove the NudgeScript and its toggles and values from the level:
    game.Lighting.RemoveNudgeScript.Value = true
 
 
=== UtilScript ===
Allows for greater workspace control
 
    To find and select objects with the name “Right Arm”:
    game.Lighting.SearchForName.Value = “Right Arm”
    [Note: Search currently doesn't look deeper into objects that already match the name--so it will not search for “Right Arm” among the children of an object named “Right Arm”]
 
    To print selected objects’ CFrames:
    game.Lighting.PrintCFrame.Value = true
 
    To cycle through selected objects, in order, repeatedly enter:
    game.Lighting.CycleThroughSelected.Value = true
 
    To cycle through selected object, in reverse order, repeatedly enter:
    game.Lighting.ReverseCycleThroughSelected.Value = true
 
    To remove UtilScript and all associated toggles and values from the level:
    game.Lighting.ClearUtils.Value = true
 
=== WeldScript ===
Allows for the creation and manipulation of welds
 
    To create a weld in the workspace, select two parts, enter the following, and follow the printed instructions:
    game.Lighting.MakeWeld.Value = true
 
    To find and select the Part0 associated with a weld, select the weld and then enter:
    game.Lighting.WeldSelectFirst.Value = true
 
    To find and select the Part1 associated with a weld, select the weld and then enter:
    game.Lighting.WeldSelectSecond.Value = true
 
    To print the C0 value of a weld, select it and then enter:
    game.Lighting.PrintC0.Value = true
 
    To print the C1 value of a weld, select it and then enter:
    game.Lighting.PrintC1.Value = true
 
    In order to preserve welds when “nudging” or translating objects, select all the welds you wish to preserve, and then enter:
    game.Lighting.EditWelds.Value = true
    [Note: calling game.Lighting.EditWelds.Value = true again may cause the first set of welds selected to not be preserved!]
   
    When finished with editing the parts, to reinstate the welds to be preserved, enter:
    game.Lighting.FinalizeWelds.Value = true
   
    To remove the weld script and all associated toggles and values (when done with weld tools):
    game.Lighting.RemoveWeldScript.Value = true

Latest revision as of 23:39, 17 January 2011