User:Outofspace/Shape Scripts: Difference between revisions

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==The Shape Scripts==
==The Shape Scripts==
Me phailing to be Mindraker. Here's the evidence:
Accidents occur:  


=== Red Wall of Lag ===
[[Image:OosAward.PNG|thumb|Best of "I accidentally invented" award.]]


Hahaha.
=== Sphere's ===


<pre>
More of Minraker's scripts I've tampered with.
x = 1
y = 1
z = 1


for i = 1, 196 do
This one is AWESOME.


xx = x +4 ^ 2 / 3 ^3 / 8
<pre>
x = xx
for i = 0,25, 1 do
 
for j = 0,25, 1 do
yy = y +4 ^ 2 / 3
y = yy
 
zz = z +4 ^ 2 / 3 ^ 3 / 8
z =zz


p = Instance.new("Part")
p = Instance.new("Part")
p.Parent = game.Workspace
p.CFrame = CFrame.new(Vector3.new(100*math.sin(i), (100*math.sin(i)*math.cos(j))+100, 100*math.sin(i)*math.sin(j)))
p.Size = Vector3.new(1,1,1)
p.Size = Vector3.new(8,8,8)
p.Position = Vector3.new(x,1.8,z)
p.Anchored = true
p.Anchored = true
p.Color = Color3.new(1)
p.Color = Color3.new(1)
wait(0.05)
p.BottomSurface = "Smooth"
p.TopSurface = "Smooth"
p.Parent = game.Workspace
 
wait()
 
end
end
end
</pre>
</pre>
Line 63: Line 60:
wait(0.5)
wait(0.5)
end
end
</pre>
A cool variation of the double helix scripts that acts as stairs:
<pre>
--Best when "wait()" is used.
--Makes for a awesome effect!
local i = 0
for i = 0, 100, .1 do
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(14,1,14)
p.Anchored = true
p.Position=Vector3.new(100*math.cos(i), 17*i, 150*math.sin(i))
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(14,1,14)
p.Anchored = true
p.Position=Vector3.new(-100*math.sin(i), 17*i, 150*math.cos(i))
wait()
end
</pre>
</pre>


Line 115: Line 136:
p.Anchored = true
p.Anchored = true
p.Position=Vector3.new(100*math.cos(i), 15*i, 10*math.sin(i))
p.Position=Vector3.new(100*math.cos(i), 15*i, 10*math.sin(i))
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(11,1,11)
p.Anchored = true
p.Position=Vector3.new(-100*math.sin(i), 15*i, 10*math.cos(i))
wait()
end
</pre>
One that acts as stairs:
<pre>
local i = 0
for i = 0, 100, .1 do
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(11,1,11)
p.Anchored = true
p.Position=Vector3.new(100*math.cos(i), 15*i, 20*math.sin(i))
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(11,1,11)
p.Anchored = true
p.Position=Vector3.new(-100*math.sin(i), 15*i, 20*math.cos(i))
wait()
end
</pre>
Even crazier...
[[Image:Mon4.PNG|thumb|What.]]
<pre>
local i = 0
for i = 0, 100, .1 do
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Name = "Brick"
p.Size = Vector3.new(11,1,11)
p.Anchored = true
p.Position=Vector3.new(100*math.cos(i), 15*i, 250*math.sin(i))
local p = Instance.new("Part")
local p = Instance.new("Part")
p.Parent = game.Workspace
p.Parent = game.Workspace
Line 233: Line 300:
wait(0.5)
wait(0.5)


end
</pre>
== Others ==
I have determined that that the top 3 variables control spacing and height. The "25" and "2.5" are proportions that make for a good square. The proportion is (where 25 = a, and 2.5 = b) b = a/10. Here is everything else. "a" controls the number of blocks that will span top-to-bottom, and "b" controls the space between them. The amount of blocks withing the shape s determined by both "a" and "b". Each resulting "block" that the bricks make up, will be twice as dense if you had douled "a" and not "b". The result is a cube proportional to the original; it would be twice as dense and twice as large. With that in mind, you could easily control width of the resulting block, with "b". If you had doubled "b" with "a", the result would be bricks more spread out, and not as dense. It would be a perfect proportion. Here are some examples:
<pre>
for i = 1, 25, 2.5 do
for j = 1, 25, 2.5 do
for k = 1, 25, 2.5 do
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait(.1)
end
end
end
</pre>
This next one creates a slope.
<pre>
for i = 1, 50, 2.5 do
for k = 1, 50, 2.5 do
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,i,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
--wait()
end
end
</pre>
Here's something cool:
<pre>
for i = 1, 25, 2.5 do
for j = 1, 25, 2.5 do
for k = 1, 25, 2.5 do
i=i + 4
k=k + 4
j=math.cos(i) + 4
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait()
end
end
end
</pre>
Waves
<pre>
for i = 1, 25, .5 do
for j = 1, 25, .5 do
for k = 1, 25, .5 do
i=i +4
k=k + 4
j=j + math.cos(k)
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,i))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait()
end
end
end
end
</pre>
</pre>

Latest revision as of 11:16, 29 December 2008

The Shape Scripts

Accidents occur:

Best of "I accidentally invented" award.

Sphere's

More of Minraker's scripts I've tampered with.

This one is AWESOME.

for i = 0,25, 1 do
for j = 0,25, 1 do

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(100*math.sin(i), (100*math.sin(i)*math.cos(j))+100, 100*math.sin(i)*math.sin(j)))
p.Size = Vector3.new(8,8,8)
p.Anchored = true
p.Color = Color3.new(1)
p.BottomSurface = "Smooth"
p.TopSurface = "Smooth"
p.Parent = game.Workspace

wait()

end
end

Stair Maker

Ok, this was useful once.

x = 1
xx = 1
xxx = 1

for i=1,10 do --Replace 10 with the number of steps you want.

local a = Instance.new("Part")
a.Parent = game.Workspace
a.Anchored = true
a.Locked = true

--y = x+5*10/3
yy = xx+10*10/4
yyy = xxx+15*10/8

a.Position = Vector3.new(y, yy, yyy)

z = x + 1
zz = xx + 1
zzz = xxx + 1
x = z
xx = zz
xxx = zzz

wait(0.5)
end

A cool variation of the double helix scripts that acts as stairs:

--Best when "wait()" is used.
--Makes for a awesome effect!
local i = 0
for i = 0, 100, .1 do

	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(14,1,14)
	p.Anchored = true
	p.Position=Vector3.new(100*math.cos(i), 17*i, 150*math.sin(i))
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(14,1,14)
	p.Anchored = true
	p.Position=Vector3.new(-100*math.sin(i), 17*i, 150*math.cos(i))
	wait()
	end

Random

Looks like a tree.

x = 1
xx = 1
xxx = 1

for i=1,25 do --Replace 10 with the number of steps you want.

local a = Instance.new("Part")
a.Parent = game.Workspace
--a.Anchored = true
--a.Locked = true

y = x+5*-10/3
yy = xx+6*-10/4
yyy = xxx+7*-10/5

--a.Position = Vector3.new(y, yy, yyy)
a.Size = Vector3.new(y, yy, yyy)

z = x + 1
zz = xx + 2
zzz = xxx + 3
x = z
xx = zz
xxx = zzz

wait(0.5)
end

Double Helix

Thanks again to Mindraker, for providing the original script (which will now be dissected.)

The following was made by accident...rofl...

local i = 0
for i = 0, 250, .1 do

	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(100*math.cos(i), 15*i, 10*math.sin(i))
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(-100*math.sin(i), 15*i, 10*math.cos(i))
	wait()
	end

One that acts as stairs:

local i = 0
for i = 0, 100, .1 do

	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(100*math.cos(i), 15*i, 20*math.sin(i))
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(-100*math.sin(i), 15*i, 20*math.cos(i))
	wait()
	end

Even crazier...

What.
local i = 0
for i = 0, 100, .1 do

	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(100*math.cos(i), 15*i, 250*math.sin(i))
	local p = Instance.new("Part")
	p.Parent = game.Workspace
	p.Name = "Brick"
	p.Size = Vector3.new(11,1,11)
	p.Anchored = true
	p.Position=Vector3.new(-100*math.sin(i), 15*i, 10*math.cos(i))
	wait()
	end

Quadrilateral...thing

I forgot the name of the shape.

x = 1
xx = 1
xxx = 1

for i=1,25 do --Replace 10 with the number of steps you want.

local a = Instance.new("Part")
a.Parent = game.Workspace
a.Anchored = true
--a.Locked = true

y = x+5^1*10*1/2^1-400
yy = xx+5^2*10*2/2^2-400
yyy = xxx+5^3*10*3/2^3-400

--a.Position = Vector3.new(y, yy, yyy)
a.Size = Vector3.new(y, yy, yyy)

z = x + 1
zz = xx + 1
zzz = xxx + 1
x = z
xx = zz
xxx = zzz

wait(0.1)
end

Mountain

Slightly more successful. It's a modified version of his script.

Simple Mountain 2
x=1
y=1

for i = 1, 10 do

x=x+x
y=x + 2 * 4 /3
z=y^2 / 4

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(1,1.8,1))
p.Size = Vector3.new(x,z,y)
p.Anchored = true
p.Color = Color3.new(1)
p.Parent = game.Workspace
wait(0.5)

end

Here's a variation of it:

Simple Mountain (Variation)
x=1
y=1

for i = 1, 10 do

x=x + 2 + x * 5 / 10
y=x + 2 * 4 /3
z=y^2 / 3

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(1,1.8,1))
p.Size = Vector3.new(x,z,y)
p.Anchored = true
p.Color = Color3.new(1)
p.Parent = game.Workspace
wait(0.5)

end

Click here for a copy!. Here's the terrain script (2nd Variation):

Simple Mountain (2nd Variation)
x=1
y=1

for i = 1, 10 do

x=x+x + 60 / 20
y=x +1
z=y ^ 2 / 3

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(1,1.8,1))
p.Size = Vector3.new(x,z,y)
p.Anchored = true
p.Color = Color3.new(1)
p.Parent = game.Workspace
wait(0.5)

end

Others

I have determined that that the top 3 variables control spacing and height. The "25" and "2.5" are proportions that make for a good square. The proportion is (where 25 = a, and 2.5 = b) b = a/10. Here is everything else. "a" controls the number of blocks that will span top-to-bottom, and "b" controls the space between them. The amount of blocks withing the shape s determined by both "a" and "b". Each resulting "block" that the bricks make up, will be twice as dense if you had douled "a" and not "b". The result is a cube proportional to the original; it would be twice as dense and twice as large. With that in mind, you could easily control width of the resulting block, with "b". If you had doubled "b" with "a", the result would be bricks more spread out, and not as dense. It would be a perfect proportion. Here are some examples:

for i = 1, 25, 2.5 do
for j = 1, 25, 2.5 do
for k = 1, 25, 2.5 do

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait(.1)
end
end
end

This next one creates a slope.

for i = 1, 50, 2.5 do
for k = 1, 50, 2.5 do

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,i,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
--wait()
end
end

Here's something cool:

for i = 1, 25, 2.5 do
for j = 1, 25, 2.5 do
for k = 1, 25, 2.5 do

i=i + 4
k=k + 4
j=math.cos(i) + 4

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,k))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait()
end
end
end

Waves

for i = 1, 25, .5 do
for j = 1, 25, .5 do
for k = 1, 25, .5 do

i=i +4
k=k + 4
j=j + math.cos(k)

p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,j,i))
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
wait()
end
end
end