Xonix Game Optimization Problems - lua

I'm doing a Xonix game on corona sdk. As a playing field, I decided to use a grid of squares. Width 44, Height 71. As a result, I received a row consisting of 3124(44*71) squares along which the player moves. But I have problems with optimization. The engine can not cope with such a number of squares on the screen at the same time. Because of this, FPS on a smartphone is not more than 12. Help me find the best solution. All that concerns polygons and meshes, I am not strong in geometry ((((
Reducing the number of squares is a bad idea. Then the appearance is lost, and the field is captured too large pieces.
Thank you in advance!
-- Creating a playing field
M.create_pole = function()
-- init
local image = display.newImage
local rect = display.newRect
local rrect = display.newRoundedRect
local floor = math.floor
M.GR_ZONE = display.newGroup()
M.POLE = {}
-- bg
M.POLE.bg = rrect(0,0,150,150,5)
M.POLE.bg.width = M.width_pole
M.POLE.bg.height = M.height_pole
M.POLE.bg.x = _W/2
M.POLE.bg.y = _H/2
M.POLE.bg.xScale = _H*.00395
M.POLE.bg.yScale = _H*.00395
M.POLE.bg:setFillColor(API.hexToCmyk(M.color.land))
M.GR:insert(M.POLE.bg)
M.POLE.img = image(IMAGES..'picture/test.jpg')
M.POLE.img.width = M.width_pole-M.size_xonix
M.POLE.img.height = M.height_pole-M.size_xonix
M.POLE.img.x = _W/2
M.POLE.img.y = _H/2
M.POLE.img.xScale = _H*.00395
M.POLE.img.yScale = _H*.00395
M.POLE.img.strokeWidth = 1.3
M.POLE.img:setStrokeColor(API.hexToCmyk(M.color.img))
M.GR:insert(M.POLE.img)
-- control player
M.POLE.bg:addEventListener( 'touch', M.swipe )
M.POLE.bg:addEventListener( 'tap', function(e)
M.POLE.player.state = 0
end )
-- arr field
M.arr_pole = {} -- newRect
local jj = 0
for i=1,M.delta_height do -- 71 point
M.arr_pole[i] = {}
M.GUI.border[i] = {}
for k=1,M.delta_width do -- 44 point
jj = jj+1
M.arr_pole[i][k] = {nm = jj}
M.GUI.border[i][k] = {}
local xx = k*M.size_xonix
local yy = i*M.size_xonix
local _x = floor(xx-M.size_xonix/2)
local _y = floor(yy-M.size_xonix/2)
M.arr_pole[i][k][1] = image(IMAGES..'pole/land.jpg')
M.arr_pole[i][k][1] .x = _x
M.arr_pole[i][k][1] .y = _y
M.GR_ZONE:insert(M.arr_pole[i][k][1])
-- water at the edges
-- the rest is land
if (i==1 or i==M.delta_height)
or (k==1 or k==M.delta_width) then
M.arr_pole[i][k].type = 0
else
M.arr_pole[i][k].type = 2
M.arr_pole[i][k][1].isVisible = true
end
end
end
M.GR_ZONE.width = M.POLE.bg.width*M.POLE.bg.xScale
M.GR_ZONE.height = M.POLE.bg.height*M.POLE.bg.yScale
M.GR_ZONE.x = M.POLE.bg.x-M.POLE.bg.width*M.POLE.bg.xScale/2
M.GR_ZONE.y = M.POLE.bg.y-M.POLE.bg.height*M.POLE.bg.yScale/2
-- player
local _x = M.arr_pole[1][1][1].x
local _y = M.arr_pole[1][1][1].y
M.POLE.player = image(IMAGES..'ui/player.png')
M.POLE.player.x = _x
M.POLE.player.y = _y
M.POLE.player.width = M.size_xonix*1.5
M.POLE.player.height = M.size_xonix*1.5
M.POLE.player.state = 0
M.GR_ZONE:insert(M.POLE.player)
M.POLE.player:toFront()
end
-- get all free cells
- land
M.get_free = function(_i,_j,_start)
local _par = pairs
local _fill = M.filling_arr
local _arr = M.arr_pole
local _index = {
{-1,-1}, {0,-1}, {1,-1},
{-1, 0}, {1, 0},
{-1, 1}, {0, 1}, {1, 1},
}
-- mark as verified
_arr[_i][_j].is_check = true
_fill[#_fill+1] = {_i,_j}
for k,v in _par(_index) do
local i = _i+v[1]
local j = _j+v[2]
if i>1 and i<M.delta_height
and j>1 and j<M.delta_width then
if not _arr[i][j].is_check then
if _arr[i][j].type==2 then
M.get_free(i,j)
end
end
end
end
if _start then
return _fill
end
end
-- fill(capture)
M.filling = function()
-- init
local par = pairs
local tb_rem = table.remove
local arr = M.arr_pole
M.island_arr = {}
-- check indicator
for i,ii in par(arr) do
for j,jj in par(ii) do
if jj.type==2 then
jj.is_check = false
end
end
end
-- we divide land into islands
for i,ii in par(arr) do
for j,jj in par(ii) do
if jj.type==2 and not jj.is_check then
M.filling_arr = {}
M.island_arr[#M.island_arr+1] = M.get_free(i,j,true)
end
end
end
- find a larger island and delete it
local sel_max = {dir = '', count = 1}
for k,v in par(M.island_arr) do
if #v>=sel_max.count then
sel_max.dir = k
sel_max.count = #v
end
end
if #M.island_arr>0 then
tb_rem(M.island_arr,sel_max.dir)
end
-- fill
for k,v in par(M.island_arr) do
for kk,vv in par(v) do
local obj = arr[vv[1]][vv[2]]
obj.type = 0
obj[1].isVisible = false
end
end
-- turning the edges into water
for k,v in par(M.bread_crumbs) do
local arr = arr[v.arr_y][v.arr_x]
arr.type = 0
arr[1].isVisible = false
end
M.clear_history()
end

Related

Cannot change the boolean in table lua love2d

I am creating a simple platformer with love2d in lua.
I want the player to stand on the ground so that it won't fall.
However I got some proablem that I cannot change the string of a table return from player.lua
(It is a table because the player.lua return m and the last sentance, and m is a table)
I tested that the isOnFloor function is work, but I just can't change the boolean in the player table.
Main.lua
local love = require("love")
local tileMapper = require("tile/tileMapper")
local player = require "player"
local isOnFloor = require("isOnFloor")
function love.load()
love.window.setMode(1080, 640)
love.window.setTitle("Simple Platformer")
tileMapper:spawn()
tiles = tileMapper.tiles
player:setValue()
love.keyboard.keyPressed = {}
end
function love.update(dt)
for i = 1, #tiles do
if isOnFloor(player.x, player.y, tiles[i].x, tiles[i].y, 32, 32 * 3, 72, 72) then
player.currentState = "ground" -- I wanna change it here but when I go back to
--player.lua and try to let it out put the self.currentState, nothing changed --
else
player.currentState = "air"
end
end
player:update(dt)
love.keyboard.keyPressed = {}
end
I try to print out the player.currentState the the line after I set the player.currentState = "ground". It printed out "ground"
But if I print it in player.lua, it is always "air"
player.lua(I didn't paste some of the code here)
m = {}
function m:setValue()
self.x = 400
self.y = 50
self.vtx = 0
self.y_input = 0
self.speed = 300
self.jumpForce = -800
self.gravity = 100
self.anim = {idle = {img = love.graphics.newImage("assets/Idle.png"), maxFrame = 10},
run = {img = love.graphics.newImage("assets/Run.png"), maxFrame = 11},
jump = {img = love.graphics.newImage("assets/Jump.png"), maxFrame = 0},
fall = {img = love.graphics.newImage("assets/Fall.png"), maxFrame = 0}}
self.currentAnim = nil
for i = 1, #self.anim do
self.anim[i]:setFilter("nearest", "nearest")
end
self.frame = 0
self.timer = 0
self.currentState = nil
end
function m:update(dt)
print(self.currentState)
---------------------- Player States Update ------------------------
self:getXInput()
if self.currentState == "ground" then
if self.vtx == 0 then
self.currentAnim = self.anim.idle
elseif not(self.vtx == 0) then
self.currentAnim = self.anim.run
end
elseif self.currentState == "air" then
self.y_input = self.y_input + self.gravity
if self.y_input > 0 then
self.currentAnim = self.anim.fall
elseif self.y_input < 0 then
self.currentAnim = self.anim.jump
end
end
------------------------ Anim --------------------
self:animUpdate(dt)
if love.keyboard.keyPressed["space"] == true then
self.y_input = self.jumpForce
end
self.x = self.x + self.speed * dt * self.vtx
self.y = self.y + self.y_input * dt
end
return m
If you have an idea of this porblem, please tell, thank you.

How to make arms and tools stay on screen in Roblox studio?

In games like phantom forces, or any FPS for that matter, if you look up or down, the arms and tools will stay on screen. In a new Roblox studio project, this does not happen by default. Basically I want the arms and tools to follow the camera’s rotation.
This can be done, but do you want other players to see the player turn the gun towards the camera?
local Camera = workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local Character = workspace:WaitForChild(Player.Name)
local Root = Character:WaitForChild("HumanoidRootPart")
local Neck = Character:WaitForChild("UpperTorso"):FindFirstChildOfClass("Motor6D")
local YOffset = Neck.C0.Y
local CFNew, CFAng = CFrame.new, CFrame.Angles
local asin = math.asin
game:GetService("RunService").RenderStepped:Connect(function()
local CameraDirection = Root.CFrame:toObjectSpace(Camera.CFrame).lookVector
if Neck then
if Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then
Neck.C0 = CFNew(0, YOffset, 0) * CFAng(0, -asin(CameraDirection.x), 0) * CFAng(asin(CameraDirection.y), 0, 0)
elseif Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
Neck.C0 = CFNew(0, YOffset, 0) * CFAng(3 * math.pi/2, 0, math.pi) * CFAng(0, 0, -asin(CameraDirection.x)) * CFAng(-asin(CameraDirection.y), 0, 0)
end
end
end)
This example only works with R15
If you don't want the players to see this, then create a model of the gun from the client's side and stick it on the camera
local Camera = workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local Character = workspace:WaitForChild(Player.Name)
local Root = Character:WaitForChild("HumanoidRootPart")
NAMES = {
screen_gun = "Local_Gun",
model= "Gun",
view = "view"
}
--- For Player
local Gun = {
screen = Instance.new("ScreenGui",Player:FindFirstChildOfClass("PlayerGui")),
obj=Instance.new("ViewportFrame",Player:FindFirstChildOfClass("PlayerGui"):WaitForChild("ScreenGui")),
part =Instance.new("Part",Player:WaitForChild("PlayerGui"):WaitForChild("ScreenGui"):WaitForChild("ViewportFrame")),
mesh = Instance.new("SpecialMesh",Player:WaitForChild("PlayerGui"):WaitForChild("ScreenGui"):WaitForChild("ViewportFrame"):WaitForChild("Part")),
offset = UDim2.new(0.7,0,0.6,0),
cam = Instance.new("Camera",Player:WaitForChild("PlayerGui"):WaitForChild("ScreenGui"):WaitForChild("ViewportFrame")),
offset2 = CFrame.new(Vector3.new(1,1,1),Vector3.new(0,0,0)),
size_view = UDim2.new(0,300,0,300)
}
Gun.obj.CurrentCamera=Gun.cam
Gun.part.Position = Vector3.new(0,0,0)
Gun.obj.Position = Gun.offset
Gun.obj.Size = Gun.size_view
Gun.obj.BackgroundTransparency = 1
Gun.cam.CFrame = Gun.offset2
Gun.screen.Name = NAMES.screen_gun
Gun.part.Name = NAMES.model
Gun.obj.Name = NAMES.view
Gun.part.Size = Vector3.new(1,1,2)
--
Gun.obj.Visible = false
local ToolInHand = false
Character.ChildAdded:Connect(function(obj)
if obj:IsA("Tool") and ( obj:FindFirstChildOfClass("Part") or obj:FindFirstChildOfClass("MeshPart") ) then --
if obj:FindFirstChildOfClass("MeshPart") then
obj:FindFirstChildOfClass("MeshPart").LocalTransparencyModifier = 1
Gun.mesh.MeshId = obj:FindFirstChildOfClass("MeshPart").MeshId
elseif obj:FindFirstChildOfClass("Part") then
obj:FindFirstChildOfClass("Part").LocalTransparencyModifier = 1
end
Gun.obj.Visible = true
ToolInHand = true
end
end)
Character.ChildRemoved:Connect(function(obj)
if obj:IsA("Tool") and ( obj:FindFirstChildOfClass("Part") or obj:FindFirstChildOfClass("MeshPart") ) then
if obj:FindFirstChildOfClass("MeshPart") then
obj:FindFirstChildOfClass("MeshPart").LocalTransparencyModifier = 0
elseif obj:FindFirstChildOfClass("Part") then
obj:FindFirstChildOfClass("Part").LocalTransparencyModifier = 0
end
Gun.obj.Visible = false
ToolInHand = false
end
end)

Roblox Problem: Expected ')' (to close '(' at column 18), got '='

Hi I'm trying to make a flight script and I just need help with the ")" I honestly can't find where to put it. I know its a rookie mistake and I'm sorry for the waste of time. I have to over explain this and I'm sorry but I can't post any other way.
local camera = game.Workspace.CurrentCamera;
local character = game.Players.LocalPlayer.ChracaterAdded:Wait();
local F = game.Players.LocalPlayer.Backpack.Bold
local hrp = character:WaitForChild("HumanoidRootPart");
local humanoid = character:WaitForChild("Humanoid");
local animate = character:WaitForChild("Animate");
while (not character.Parent) do character.AncestryChanged:Wait(); end
local idleAnim = humanoid:LoadAnimation(script:WaitForChild("IdleAnim"));
local moveAnim = humanoid:LoadAnimation(script:WaitForChild("MoveAnim"));
local lastAnim = idleAnim;
local bodyGyro = Instance.new("BodyGyro");
bodyGyro.maxTorque = Vector3.new(1, 1, 1)*10^6;
bodyGyro.P = 10^6;
local bodyVel = Instance.new("BodyVelocity");
bodyVel.maxForce = Vector3.new(1, 1, 1)*10^6;
bodyVel.P = 10^4;
local isFlying = false;
local isJumping = false;
local movement = (forward = 0, backward = 0, right = 0, left = 0);
local FAD = F.Flying;
--------------Functions--------------
local function setFlying(flying)
isFlying = flying;
bodyGyro.Parent = isFlying and hrp or nil;
bodyVel.Parent = isFlying and hrp or nil;
bodyGyro.CFrame = hrp.CFrame;
bodyVel.Velocity = Vector3.new();
animate.Disabled = isFlying
if (isFlying) then
FAD.Transparency = 1
lastAnim = idleAnim;
lastAnim:Play();
else
FAD.Transparency = 0
lastAnim:Stop();
end
end
local function onUpdate(dt)
if (isFLying) then
local cf = camera.CFrame;
local direction = cf.rightVector*(movement.right - movement.left) + cf.lookVector*(movement.foward - movement.backward);
if (direction:Dot(direction) > 0) then
direction = direction.unit;
end
bodyGyro.CFrame = cf;
bodyVel.Velocity = direction * humanoid.WalkSpeed * 3
end
end
local function onJumpRequest()
if (not humanoid or humanoid:GetState() == Enum.HumanoidStateType.Dead) then
return;
end
if (isFlying) then
setFlying(false);
isJumping = false;
else if (isJumping) then
wait(0.5)setFlying(true);
end
end
local function onStateChange(old, new)
if (new == Enum.HumanoidStateType.Landed) then
isJumping = false;
elseif (new == Enum.HumanoidStateType.Jumping) then
isJumping = true;
end
end
local function movementBind(actionName, inputState, inputObject)
if (inputState == Enum.UserInputState.Begin) then
movement[actionName] = 1;
elseif (inputState == Enum.UserInputState.End) then
movement[actionName] = 0;
end
if (isFlying) then
local isMoving = movement.right + movement.left + movement.foward + movement.backward > 0;
local nextAnim = isMoving and moveAnim or idleAnim;
if (nextAnim ~= lastAnim) then
lastAnim:Stop();
lastAnim = nextAnim;
lastAnim:Play();
end
end
return Enum.ContextActionResult.Pass;
end
-------------Connections-------------
humanoid.StateChanged:Connect(onStageChange);
game:GetService("UserInputService").JumpRequest:Connect(onJumpRequest);
game:GetService("ContextActionService"):BindAction("forward", movementBind, false, Enum.PlayerActions.CharacterFoward);
game:GetService("ContextActionService"):BindAction("backward", movementBind, false, Enum.PlayerActions.CharacterBackard);
game:GetService("ContextActionService"):BindAction("left", movementBind, false, Enum.PlayerActions.CharacterLeft);
game:GetService("ContextActionService"):BindAction("right", movementBind, false, Enum.PlayerActions.CharacterRight);
game:GetService("RunService").RenderStepped:Connect(onUpdate)
In line 18, movement's value should be a dictionary, rather than variables inside the parentheses.
local movement = {forward = 0, backward = 0, right = 0, left = 0}

Why is this lua dijkstra's algorithm not working in some cases?

Im using Dijkstra algorythm code from this site: https://rosettacode.org/wiki/Dijkstra%27s_algorithm#Lua
Unfortunately It doesnt work for current edges table.
I have determined that the problem disappears when I delete the connection from 35 -> 36, but It doesnt solve the problem.
-- Graph definition
local edges = {
[34] = {[35] = 1,[37] = 1,},
[35] = {[34] = 1,[36] = 1,[46] = 1,},
[36] = {[35] = 1,[37] = 1,},
[37] = {[34] = 1,[36] = 1,},
[38] = {[46] = 1,},
[46] = {[35] = 1,[38] = 1,},
}
-- Fill in paths in the opposite direction to the stated edges
function complete (graph)
for node, edges in pairs(graph) do
for edge, distance in pairs(edges) do
if not graph[edge] then graph[edge] = {} end
graph[edge][node] = distance
end
end
end
-- Create path string from table of previous nodes
function follow (trail, destination)
local path, nextStep = destination, trail[destination]
while nextStep do
path = nextStep .. " " .. path
nextStep = trail[nextStep]
end
return path
end
-- Find the shortest path between the current and destination nodes
function dijkstra (graph, current, destination, directed)
if not directed then complete(graph) end
local unvisited, distanceTo, trail = {}, {}, {}
local nearest, nextNode, tentative
for node, edgeDists in pairs(graph) do
if node == current then
distanceTo[node] = 0
trail[current] = false
else
distanceTo[node] = math.huge
unvisited[node] = true
end
end
repeat
nearest = math.huge
for neighbour, pathDist in pairs(graph[current]) do
if unvisited[neighbour] then
tentative = distanceTo[current] + pathDist
if tentative < distanceTo[neighbour] then
distanceTo[neighbour] = tentative
trail[neighbour] = current
end
if tentative < nearest then
nearest = tentative
nextNode = neighbour
end
end
end
unvisited[current] = false
current = nextNode
until unvisited[destination] == false or nearest == math.huge
return distanceTo[destination], follow(trail, destination)
end
-- Main procedure
print("Directed:", dijkstra(edges, 34, 38, true))
print("Undirected:", dijkstra(edges, 34, 38, false))
I recieve the output of inf, 38 with current egdes table content but when I delete the connection between 35 -> 36 it gives an good output - 3, 34 35 46 38
For easier understand im uploading the graphic representation of edges table: https://i.imgur.com/FFF22C1.png
As you can see the route is corrent when we start from 34 -> 35 -> 46 -> 38 but as I sad It works only when connection from 35 to 36 is not existing.
Why it is not working in the case showed in my code?
This is an example of Dijkstra algorithm implementation
-- Graph definition
local edges = {
[34] = {[35] = 1,[37] = 1,},
[35] = {[34] = 1,[36] = 1,[46] = 1,},
[36] = {[35] = 1,[37] = 1,},
[37] = {[34] = 1,[36] = 1,},
[38] = {[46] = 1,},
[46] = {[35] = 1,[38] = 1,},
}
local starting_vertex, destination_vertex = 34, 38
local function create_dijkstra(starting_vertex)
local shortest_paths = {[starting_vertex] = {full_distance = 0}}
local vertex, distance, heap_size, heap = starting_vertex, 0, 0, {}
return
function (adjacent_vertex, edge_length)
if adjacent_vertex then
-- receiving the information about adjacent vertex
local new_distance = distance + edge_length
local adjacent_vertex_info = shortest_paths[adjacent_vertex]
local pos
if adjacent_vertex_info then
if new_distance < adjacent_vertex_info.full_distance then
adjacent_vertex_info.full_distance = new_distance
adjacent_vertex_info.previous_vertex = vertex
pos = adjacent_vertex_info.index
else
return
end
else
adjacent_vertex_info = {full_distance = new_distance, previous_vertex = vertex, index = 0}
shortest_paths[adjacent_vertex] = adjacent_vertex_info
heap_size = heap_size + 1
pos = heap_size
end
while pos > 1 do
local parent_pos = (pos - pos % 2) / 2
local parent = heap[parent_pos]
local parent_info = shortest_paths[parent]
if new_distance < parent_info.full_distance then
heap[pos] = parent
parent_info.index = pos
pos = parent_pos
else
break
end
end
heap[pos] = adjacent_vertex
adjacent_vertex_info.index = pos
elseif heap_size > 0 then
-- which vertex neighborhood to ask for?
vertex = heap[1]
local parent = heap[heap_size]
heap[heap_size] = nil
heap_size = heap_size - 1
if heap_size > 0 then
local pos = 1
local last_node_pos = heap_size / 2
local parent_info = shortest_paths[parent]
local parent_distance = parent_info.full_distance
while pos <= last_node_pos do
local child_pos = pos + pos
local child = heap[child_pos]
local child_info = shortest_paths[child]
local child_distance = child_info.full_distance
if child_pos < heap_size then
local child_pos2 = child_pos + 1
local child2 = heap[child_pos2]
local child2_info = shortest_paths[child2]
local child2_distance = child2_info.full_distance
if child2_distance < child_distance then
child_pos = child_pos2
child = child2
child_info = child2_info
child_distance = child2_distance
end
end
if child_distance < parent_distance then
heap[pos] = child
child_info.index = pos
pos = child_pos
else
break
end
end
heap[pos] = parent
parent_info.index = pos
end
local vertex_info = shortest_paths[vertex]
vertex_info.index = nil
distance = vertex_info.full_distance
return vertex
end
end,
shortest_paths
end
local vertex, dijkstra, shortest_paths = starting_vertex, create_dijkstra(starting_vertex)
while vertex and vertex ~= destination_vertex do
-- send information about all adjacent vertexes of "vertex"
for adjacent_vertex, edge_length in pairs(edges[vertex]) do
dijkstra(adjacent_vertex, edge_length)
end
vertex = dijkstra() -- now dijkstra is asking you about the neighborhood of another vertex
end
if vertex then
local full_distance = shortest_paths[vertex].full_distance
local path = vertex
while vertex do
vertex = shortest_paths[vertex].previous_vertex
if vertex then
path = vertex.." "..path
end
end
print(full_distance, path)
else
print"Path not found"
end

ROBLOX - Why is this fly script working only in the Studio?

I really need help..
I have this code for fly, as a backpack item:
Name = "Fly"
pi = 3.141592653589793238462643383279502884197163993751
a = 0
s = 0
ndist = 13
rs = 0.025
siz = Vector3.new(1, 1, 1)
form = 0
flow = {}
function CFC(P1,P2)
local Place0 = CFrame.new(P1.CFrame.x,P1.CFrame.y,P1.CFrame.z)
local Place1 = P2.Position
P1.Size = Vector3.new(P1.Size.x,P1.Size.y,(Place0.p - Place1).magnitude)
P1.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p)
end
function checktable(table, parentneeded)
local i
local t = {}
for i = 1, #table do
if table[i] ~= nil then
if string.lower(type(table[i])) == "userdata" then
if parentneeded == true then
if table[i].Parent ~= nil then
t[#t + 1] = table[i]
end
else
t[#t + 1] = table[i]
end
end
end
end
return t
end
if script.Parent.Name ~= Name then
User = game:service("Players").Nineza
HB = Instance.new("HopperBin")
HB.Name = Name
HB.Parent = User.StarterGear
script.Parent = HB
User.Character:BreakJoints()
end
speed = 50
script.Parent.Selected:connect(function(mar)
s = 1
torso = script.Parent.Parent.Parent.Character.Torso
LeftShoulder = torso["Left Shoulder"]
RightShoulder = torso["Right Shoulder"]
LeftHip = torso["Left Hip"]
RightHip = torso["Right Hip"]
human = script.Parent.Parent.Parent.Character.Humanoid
bv = Instance.new("BodyVelocity")
bv.maxForce = Vector3.new(0,math.huge,0)
bv.velocity = Vector3.new(0,0,0)
bv.Parent = torso
bg = Instance.new("BodyGyro")
bg.maxTorque = Vector3.new(0,0,0)
bg.Parent = torso
connection = mar.Button1Down:connect(function()
a = 1
bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
bg.maxTorque = Vector3.new(900000,900000,900000)
bg.cframe = CFrame.new(torso.Position,mar.hit.p) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
bv.velocity = CFrame.new(torso.Position,mar.hit.p).lookVector * speed
moveconnect = mar.Move:connect(function()
bg.maxTorque = Vector3.new(900000,900000,900000)
bg.cframe = CFrame.new(torso.Position,mar.hit.p) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
bv.velocity = CFrame.new(torso.Position,mar.hit.p).lookVector * speed
end)
upconnect = mar.Button1Up:connect(function()
a = 0
moveconnect:disconnect()
upconnect:disconnect()
bv.velocity = Vector3.new(0,0,0)
bv.maxForce = Vector3.new(0,math.huge,0)
torso.Velocity = Vector3.new(0,0,0)
bg.cframe = CFrame.new(torso.Position,torso.Position + Vector3.new(torso.CFrame.lookVector.x,0,torso.CFrame.lookVector.z))
wait(1)
end)
end)
while s == 1 do
wait(0.02)
flow = checktable(flow, true)
local i
for i = 1,#flow do
flow[i].Transparency = flow[i].Transparency + rs
if flow[i].Transparency >= 1 then flow[i]:remove() end
end
if a == 1 then
flow[#flow + 1] = Instance.new("Part")
local p = flow[#flow]
p.formFactor = form
p.Size = siz
p.Anchored = true
p.CanCollide = false
p.TopSurface = 0
p.BottomSurface = 0
if #flow - 1 > 0 then
local pr = flow[#flow - 1]
p.Position = torso.Position - torso.Velocity/ndist
CFC(p, pr)
else
p.CFrame = CFrame.new(torso.Position - torso.Velocity/ndist, torso.CFrame.lookVector)
end
p.BrickColor = BrickColor.new("Cyan")
p.Transparency = 1
p.Parent = torso
local marm = Instance.new("BlockMesh")
marm.Scale = Vector3.new(1.9, 0.9, 1.725)
marm.Parent = p
local amplitude
local frequency
amplitude = pi
desiredAngle = amplitude
RightShoulder.MaxVelocity = 0.4
LeftShoulder.MaxVelocity = 0.4
RightHip.MaxVelocity = pi/10
LeftHip.MaxVelocity = pi/10
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = -desiredAngle
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
end
end)
script.Parent.Deselected:connect(function()
a = 0
s = 0
bv:remove()
bg:remove()
if connection ~= nil then
connection:disconnect()
end
if moveconnect ~= nil then
moveconnect:disconnect()
end
if upconnect ~= nil then
upconnect:disconnect()
end
while s == 0 do
wait()
if #flow > 0 then
flow = checktable(flow, true)
local i
for i = 1,#flow do
flow[i].Transparency = flow[i].Transparency + rs
if flow[i].Transparency >= 1 then flow[i]:remove() end
end
end
end
end)
while true do
wait()
if s == 1 then
return
end
end
script:remove()
The script is in a HopperBin Object in the game's StarterPack Folder.
Now if you try it on your own, you'll see that it will work, BUT if you publish the game, play it via ROBLOX(not the studio) and try to use the item, you won't fly.
Any ideas why?
It's been a long time since I haven't played ROBLOX, so my answer might be inaccurate.
First, you need to understand the difference between a Script and a Localscript. In a nutshell, a script runs server-side whereas a Localscript runs client-side. Your fly script is expected to run on a player's client, thus you have to use a Localscript.
Your regular script works in build-mode because scripts are run on your client, and thus are considered as Localscripts. When you publish your game and play it, your computer doesn't work as a server anymore, but as a client.
In addition to this, as you use a localscript, you may have to change the following line :
-- gets the client (local player) on which the script is running
User = Game:GetService("Players").LocalPlayer
Also, avoid relative paths such as script.Parent.Parent.Parent..... You want to get the client's torso, so just use your User variable as per : User.Character.Torso. Do the same for the character's Humanoid object.
I think it's because the time to load not existing try this at line1:
repeat wait() until game.Players.LocalPlayer.Character

Resources