How to Make Ramps

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Revision as of 00:32, 26 June 2008 by >Chess123mate (1. Math.pi == 180 degrees, not 360. 2. Added another way to add angles to bricks [other than wedge -- use CFrame.fromAxisAngle])
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There are two ways you can make ramps. Using a Hinge or a CFrame to edit rotation.


Using a Hinge

Make one small square brick 1x1x1 size. Up on the toolbar click on the little icon for Hinges. This lets you click anywhere and make a hinge on that surface. Click on the side of your brick, and there will then be a small yellow peg sticking out of that side.

That, right there, is a Hinge. All you have to do is make sure another brick is RIGHT ON THE PEG and it will make a hinge. Anchor that brick you just made, move it up a few studs and make a new brick touching the hinge. The two bricks should sit right next to each other so that you can't see the hinge anymore. When you save and play the game Online, the hinge will let the other brick swing downward, making a ramp.


Using a CFrame

Make a brick, anchor it and name it "slope". Then open the Command Line and type this in:

game.Workspace.slope.CFrame=CFrame.fromEulerAnglesXYZ(0,0,0)

Change the "(0,0,0)" to how many radians (not degrees) you want it to rotate. Radians are a different way of saying how big an angle is. Instead of using degrees, they use a special numbering system that is best explained by a 10th grade Math teacher. You can use numbers between 1 and 0, which will work fine.

Play around with it, you can put the new number in either one of the three zeroes in the line, like this:

game.Workspace.slope.CFrame=CFrame.fromEulerAnglesXYZ(0.5,0.9,0.3)

Which will make it rotate in all kinds of directions. You can also press enter a couple of times and it will make the brick rotate again, so you can rotate it farther.

Zuka: Try math.pi, its equal to 180 degrees. Then, try multiplying or dividing it to get different angles.

Also, you can use

brick.CFrame=CFrame.new(Vector3.new(0,100,0)) * CFrame.fromAxisAngle(Vector3.new(0,0,1), math.pi/2)

Change the 1st Vector3.new() to change the position of the brick, and the 2nd one: change which one(s) are 1 rather than 0. Make sure that at least one of the values are non-zero. Change the 2nd value to the radians you wish to angle the brick by.