User:Outofspace/Shape Scripts: Difference between revisions

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→‎Terrain Generators: - I'll look through my nots with this one.
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== Terrain Generators ==
== Others ==
More modifications of Mindraker's scripts. This time in <i>Useful</i> format.


Lets start off with something simple. Uphill inclination:
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.


<pre>
<pre>
 
for i = 1, 25, 2.5 do
x=1
for j = 1, 25, 2.5 do
y=1
for k = 1, 25, 2.5 do
z=1
 
for i = 0, 100, 10 do
for k = 0, 100, 10 do
for j = 0, 10, 1 do
 
 
 
x=math.cos(i)+i^2*2/4
y=math.sin(i)+4^2/4
z=math.sin(i)+k+j*3/2*2/3
 
 
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,1,k))
p.Size = Vector3.new(10,y,10)
p.Anchored = true
p.Color = Color3.new(1)
p.Parent = game.Workspace
--wait(1)
 
end
end
end
</pre>
 
Ok, now lets have some awesome rolling hills from Lag-Land!
 
<pre>
for i = 0, 50, 5 do
for k = 0, 50, 5 do
for j = 0, 10, 1 do
 
 
 
x=math.cos(i)+i^2/4
y=math.sin(i)+j^2/4
z=math.sin(i)+k*3/2*2/3
 


p = Instance.new("Part")
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,1,k))
p.CFrame = CFrame.new(Vector3.new(i,j,k))
p.Size = Vector3.new(10,y,10)
p.Size = Vector3.new(1,1,1)
p.Anchored = true
p.Color = Color3.new(1)
p.Parent = game.Workspace
--wait(1)
 
end
end
end
</pre>
 
Ok, now here's something cool:
 
LIKELY TO BE REPLACED!!
 
<pre>
for i = 0, 50, 5 do
for k = 0, 50, 5 do
for j = 0, 10, 1 do
 
 
 
x=math.cos(i)+i^2/5
y=math.sin(i)+k^2/5
z=math.sin(i)+j^2/5
 
 
p = Instance.new("Part")
p.CFrame = CFrame.new(Vector3.new(i,1,k))
p.Size = Vector3.new(10,y,10)
p.Anchored = true
p.Anchored = true
p.Color = Color3.new(1)
p.Color = Color3.new(1)
p.formFactor = "Symmetric"
p.Parent = game.Workspace
p.Parent = game.Workspace
wait(.1)
wait(.1)
end
end
end
end
end
end
</pre>
</pre>

Revision as of 04:20, 27 December 2008

The Shape Scripts

Accidents occur:

Best of "I accidentally invented" award.

Red Wall of Lag

Hahaha.

x = 1
y = 1
z = 1

for i = 1, 196 do

xx = x +4 ^ 2 / 3 ^3 / 8
x = xx

yy = y +4 ^ 2 / 3
y = yy

zz = z +4 ^ 2 / 3 ^ 3 / 8
z =zz

p = Instance.new("Part")
p.Parent = game.Workspace
p.Size = Vector3.new(1,1,1)
p.Position = Vector3.new(x,1.8,z)
p.Anchored = true
p.Color = Color3.new(1)
wait(0.05)
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.

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