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| A motor is a type of hinge, but motors work like, well, motors. They can be set to do different things by adjusting the properties on the object that has the motor on it. There are several different ways to make it spin, and you can adjust how fast it spins too. Motors can be extremely helpful too.
| | {{Preliminary}} |
| | {{ObjectPage|name=Motor| |
| | The Motor object can be used for making movable joints between two [[Part]]s. They are used to make a character's limbs move.}} |
Latest revision as of 13:10, 8 March 2012
Preliminary:This item is under development and is likely to change. Use only for experimental work.
The Motor object can be used for making movable joints between two
Parts. They are used to make a character's limbs move.
Clone( )
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Returns
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Instance
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Description:
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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.
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Member of:
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Instance
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FindFirstChild( string name, bool recursive = false )
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Returns
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Instance
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Description:
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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.
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Member of:
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Instance
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GetFullName( )
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Returns
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String path to object
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Description:
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Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
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Member of:
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Instance
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Destroy( )
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Returns
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nil
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Description:
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Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
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Member of:
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Instance
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Part0
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Property
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Object weld's Part0
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Description
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The first Part that the weld connects.
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Member of
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Weld
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Part1
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Property
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Object weld's Part1
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Description
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The second Part that the weld connects.
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Member of
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Weld
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Name
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Type
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string
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Description
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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.
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Member of
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Instance
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Parent
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Type
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Instance
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Description
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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.
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Member of
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Instance
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Archivable
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Type
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bool
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Description
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Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
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Member of
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Instance
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ClassName
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Type
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string
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Description
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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.
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Member of
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Instance
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