Teleportation: Difference between revisions
>Mindraker m minor edit |
>Quenty No edit summary |
||
(44 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
''This article is about moving parts around inside a single Roblox game. For the Roblox teleport service, See [[TeleportService| Teleport Service]].''{{CatUp|Tutorials}} | |||
__TOC__ | |||
== Introduction == | |||
Teleportation is a term given to the act of moving a group of [[Part|Parts]] (most of the time, a player's character) to a certain coordinates. In ROBLOX, setting the [[Position]] property of Parts would disconnect the Part from any other connected Parts and break the model. Therefore, one cannot use the following to teleport a player because it would disconnect the Torso from the Head. | |||
== | <pre> | ||
game.Workspace.Player.Torso.Position = Vector3.new(0, 50, 0) | |||
</pre> | |||
To correctly teleport a player without killing them, you must use the CFrame property and use the [[CFrame]] data type instead. | |||
<pre> | <pre> | ||
game.Workspace.Player.Torso.CFrame = CFrame.new(Vector3.new(0, 50, 0)) | |||
</pre> | </pre> | ||
== CFrame versus MoveTo == | |||
[[MoveTo]] can be used in place of setting the CFrame of one brick in the model. MoveTo will only change the Position/CFrame of the Parts in the model if the Parent property is the Workspace. | |||
== Teleporting All Players == | |||
One can teleport all players in the game by iterating over each one of their Characters and setting the CFrame accordingly. However, you should be careful and offset the target positions so that the players' torsos do not overlap. | |||
<pre> | <pre> | ||
target = CFrame.new(0, 50, 0) --could be near a brick or in a new area | |||
for i, player in ipairs(game.Players:GetChildren()) do | |||
player.Character.Torso.CFrame = target + Vector3.new(0, i * 5, 0) | |||
--add an offset of 5 for each character | |||
end | |||
</pre> | </pre> | ||
The above code would teleport each player to the position (0,50,0), going up 5 for each character so they do not overlap. If you place players on top of each other, make sure the area does not have a ceiling so players aren't put on top of a building. | |||
== | == Teleportation Effects == | ||
You can add in fading effects by using [http://wiki.roblox.com/index.php/Loop#The_.27for.27_Statement for loops] to set the Transparency of your limbs. | |||
<pre> | <pre> | ||
player = game.Players.Player --you might want to change this... | |||
target = Vector3.new(20, 10, 20) --...and this | |||
function fadeTo(a, b, c) | |||
for transparency = a, b, c do | |||
--go from a to b, counting by c | |||
for _, part in pairs(player.Character:GetChildren()) do | |||
--for each of the objects in the character, | |||
c | |||
c | |||
c | |||
if part:IsA("BasePart") then | |||
--check if it's a part, and if so | |||
part.Transparency = transparency | |||
--set its transparency | |||
end | |||
end | |||
wait(0.1) | |||
end | |||
wait( | |||
end | |||
end | end | ||
fadeTo(0, 1, 0.1) --fade out, | |||
player.Character.Torso.CFrame = target --teleport the player | |||
fadeTo(1, 0, -0.1) --fade back in | |||
</pre> | </pre> | ||
Other effects may include making the player rise up off the ground, become shiny by changing [[Reflectance]], or spin using [[BodyAngularVelocity|BodyAngularVelocities]]. | |||
[[Category:Scripting Tutorials]] |
Latest revision as of 23:41, 26 April 2012
This article is about moving parts around inside a single Roblox game. For the Roblox teleport service, See Teleport Service.
Introduction
Teleportation is a term given to the act of moving a group of Parts (most of the time, a player's character) to a certain coordinates. In ROBLOX, setting the Position property of Parts would disconnect the Part from any other connected Parts and break the model. Therefore, one cannot use the following to teleport a player because it would disconnect the Torso from the Head.
game.Workspace.Player.Torso.Position = Vector3.new(0, 50, 0)
To correctly teleport a player without killing them, you must use the CFrame property and use the CFrame data type instead.
game.Workspace.Player.Torso.CFrame = CFrame.new(Vector3.new(0, 50, 0))
CFrame versus MoveTo
MoveTo can be used in place of setting the CFrame of one brick in the model. MoveTo will only change the Position/CFrame of the Parts in the model if the Parent property is the Workspace.
Teleporting All Players
One can teleport all players in the game by iterating over each one of their Characters and setting the CFrame accordingly. However, you should be careful and offset the target positions so that the players' torsos do not overlap.
target = CFrame.new(0, 50, 0) --could be near a brick or in a new area for i, player in ipairs(game.Players:GetChildren()) do player.Character.Torso.CFrame = target + Vector3.new(0, i * 5, 0) --add an offset of 5 for each character end
The above code would teleport each player to the position (0,50,0), going up 5 for each character so they do not overlap. If you place players on top of each other, make sure the area does not have a ceiling so players aren't put on top of a building.
Teleportation Effects
You can add in fading effects by using for loops to set the Transparency of your limbs.
player = game.Players.Player --you might want to change this... target = Vector3.new(20, 10, 20) --...and this function fadeTo(a, b, c) for transparency = a, b, c do --go from a to b, counting by c for _, part in pairs(player.Character:GetChildren()) do --for each of the objects in the character, if part:IsA("BasePart") then --check if it's a part, and if so part.Transparency = transparency --set its transparency end end wait(0.1) end end fadeTo(0, 1, 0.1) --fade out, player.Character.Torso.CFrame = target --teleport the player fadeTo(1, 0, -0.1) --fade back in
Other effects may include making the player rise up off the ground, become shiny by changing Reflectance, or spin using BodyAngularVelocities.