User:Jopc67/How To Make Precipitation

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Revision as of 00:39, 30 August 2011 by >Jopc67
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This is a Moderate, Lua Scripting related tutorial.

This will replace How To Make Rain on the Tutorials page. I made this page fancy due to this is a EveryoneWillFindThis page. Feel free to edit. This is a moderate tutorial according to the old page and a Building and Scripting Tutorial.

Post in the talk of this page of what you have done or what you would like to change if it's major or just feel free to talk there.

Intro

This tutorial is for creating rain.

We’ll be using math.random, a loop statement, and building rain drop skills.


Before We Script

The Name of the Rain Drop
The Color and Transparency of the Rain Drop
Anchored True and CanCollide false for the Rain Drop
The Shape and Size of the Rain Drop
All Surfaces set to Smooth for the Rain Drop
What the Rain Drop should look like.


We have to build the rain drop and insert the script in to the workspace.


So first insert a Part name it RainDrop.






Change the BrickColor to a bluish color. (You really can change it to any color if you like.)


Make the Transparency to somewhere around 0.4.







Also, make Anchored true and CanCollide false.






Next, change the Shape to Ball and make the Size 1 by 1 by 1.






Lastly, make sure all the Surfaces are set to Smooth.


Scripting

Now let’s insert a Script into the Workspace and open it.


Part 1: Before The Loop

Let’s define a cloned rain drop by adding local drop = game.Workspace.RainDrop:clone() to the first part of the script.


We also want to get rid of the original rain drop, because we don’t need it anymore. We’ve already cloned it on the first line. We’ll add game.Workspace.RainDrop.Anchored = false to the script.


The code we have so far should look like this:

local drop = game.Workspace.RainDrop:clone()
game.Workspace.RainDrop.Anchored = false


Part 2: The Loop Condition

Let’s use a while loop. To do this let’s add while wait(.1) do and end it. We added the wait() between the while and do so we don’t have to add a wait() inside the loop statement.


So far we should have this:

local drop = game.Workspace.RainDrop:clone()
game.Workspace.RainDrop.Anchored = false

while wait(.1) do

end


Part 3: Inside The Loop

We’re going to clone the RainDrop once more. If we don’t, the RainDrop will only fall out of the sky once. So let’s add local dropClone = drop:clone().


Our next line will position the water drop in the sky by adding dropClone.Position = Vector3.new(math.random(-100,100),100,math.random(-100,100)). Here’s a breakdown of that line:


Breakdown
  • We randomly placed a water drop on the x axis between -100 and 100.
  • We put the drop at 100 on the y axis.
  • We randomly placed a water drop on the z axis between -100 and 100.


The next line is adding the new drop in to the Workspace by adding dropClone.Parent = game.Workspace.


Lastly, let’s make the drop fall from the sky by adding dropClone.Anchored = false.


The finished code should look like this:

local drop = game.Workspace.RainDrop:clone()
game.Workspace.RainDrop.Anchored = false

while wait(.1) do
	local dropClone = drop:clone()
	dropClone.Position = Vector3.new(math.random(-100,100),100,math.random(-100,100))
	dropClone.Parent = game.Workspace
	dropClone.Anchored = false
end



What Else Can You Do

  • Search free models for “clouds” or “storm clouds” and find some cool clouds. They add to the awesome effect of the rain falling from the sky.
  • You could also have a little fun with it and make them bombs. Insert a Script into the rain drop that we created before and paste this code into it:
function onTouch(hit)
local p = Instance.new("Explosion")
p.Parent = game.Workspace
p.Position = script.Parent.Position
p.BlastRadius = 5
p.BlastPressure = 1000
script.Parent:remove()
wait(0.5)
p:remove()
end

script.Parent.Touched:connect(onTouch)
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