Metascript Guide: Difference between revisions
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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. | 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. | ||
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. | |||
=====Now, just type the metascript command you want to use into the Command bar.===== | =====Now, just type the metascript command you want to use into the Command bar.===== | ||
Revision as of 22:10, 17 January 2011
Set-up
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.
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.
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 objects' centroids(centers): 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