Request Lua Feature
From ROBLOX Wiki
Notice
Before putting your idea here, please check to see if it's on here first and if it already has a work around. Also check to see if your new 'feature' was added into Roblox, too, or if it's already in development. If it applies to any of the above, don't put it here.
Also, if you're going to make an edit, please make it an entirely different idea. Place workaround under the ideas.
Template:
- Name:
- Type:
- Function:
- Reason:
Suggestions
"Up" Property in Camera
- Name: Add an up property to the camera, and possibly the humanoid
- Type: New properties
- Function: A vector2 property in the camera which sets the "Up" direction of the camera to something other than always (0, 1, 0). Also, an "Up" property in the humanoid which sets which way the humanoid rights itself to when standing (and edits which directions it walks, as a plane at a 90-degree angle to the up direction) would be equally useful, but would probably take a lot more work to implement so the camera is more important.
- Reason: It's always made no sense to me We can set the "eye" and "at" of the camera, but not the "up" direction. This would open up a lot more game-play possibilities with multi-directional gravity. We can make different gravity directions and pseudo-humanoids which can accomplish this, but there's no getting around needing an "up" for the camera.
- User Name: xLEGOx
String Leaderboard
- Name: Strings in Leaderboard
- Type: Upgrade to Leaderboard object.
- Function: Adds string Values to leaderboard instead of just IntValues
- Reasons: This would be a really good way of telling what your rank is in the game instead of Rank 1 it would be Rank Private or something
- User Name: matchlighter
Gravitational Direction
- Name: Gravitational Direction
- Types: Vector3 CFrame(for Center(if its true another value appears for the CFrame/Vector3)
- Properties
- Direction (CFrame)
- Force (Float)
- Active (Bool)
- Properties
- Reason: Alterations to the Gravity would make everything easier to do, and allow for more precise tuning of a map's physics.
This could be possible through a script, though far more physics intensive than just changing the direction at which objects are pulled. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Connections
- Name: Connections
- Type: Property (found in scripts)
- Function: Keeps track of all the connections in a script using a table.
- Values:
- Table: Connections
- Reasons: Will make disconnecting every connection in a script easier.
- Username: eyeontheprize
Here's an example
for i = 1, #script.Connections do script.Connections[i]:disconnect() end
Physical Properties
- Name: Physical Properties (phys props)
- Type: String
- Function: Add specific weight, mass and buoyancy to objects. To keep the code simple, I imagine three values, wood, metal and plastic. Each brick would have this assigned to it, which would determine how it reacts to being in water, how easily it floats, the amount of force needed to move it, etc.
- Values:
- String: "Wood", "Metal" or "Plastic"
- Reason: Needed for Water, and it would make the types of models and cars more diverse. Reason to update gravity in engine?
---Mr Doom Bringer 21:19, 18 March 2007 (CDT)
OS Clock functions.
- Name: os.time([table]), os.date ([format [, time]]), os.clock
- Type: Functions, built into the scripting backend.
- Function: Several differnt things, generally having to do with the date and time. More information can be found in the Lua documentation
- Reason: I'd like to be able to get the current time of the server, and set the time in-game accordingly. Get events like when it's Christmas or Halloween, etc.
- Add. info: It's part of one of the standard Lua libraries, you'd just have to take out other os functions.
---Mr Doom Bringer 20:22, 1 August 2007 (CDT)
Brick Rotation
- Name: Rotation
- Type: Vector3
- Function: Shows brick's rotation on the value's axis with degrees from 0 to 359.
- Values: x, y, z
- Reason: The Position property shows the position of a brick, but what shows it's rotation? For example, clicking on a 2x4 brick and pressing T (while camera is parallel with z-axis) would tilt the brick as normal. When that happens, brick.Rotation.z would change to +90 degrees. Can you kind of see where I'm getting? It would be very useful for simple rotation, like changing the x value to 45 would instantly make a ramp. It's sort of like RotVelocity, minus the velocity. Here's an incredibly vivid example.
?-Anaminus-? 04:37, 16 September 2007 (CDT)
- Implemented, partially. Print the .CFrame.lookVector of a Part object to get it's facing direction along each axis in radians. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Crouch
- Name: Crouch
- Type: movement
- Function: makes your character duck for a second
- Reason: cause it would add a whole new level for battleing an osticle course imagen a missle coming at you and you dodge it by ducking.
IntroAndIngameCamAndEffects
- Name: IntroAndIngamCamAndEfects
- Type: private intro to the map
- Function: makes player see a certain camera position and some effects before spawning for the first time. Brick movement can be possible. More of a "Movie Clip" than anything into scripts.
- Reason: Because in some games it can be useful to have a dialog with a virtual player, just
like in old Lego Games e.g Lego Racers 2.
- Idea by: nickguletskii200
MouseOwner
- Name: MouseOwner
- Type:Read only property
- Function:Detects the player that clicked it
- Paramaters:String
- Suggested alterations: Add to event of 'Clicked' event, as an output value. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Sparkle Size
- Name: SparkleSize
- Type: Property (Float)
- Function: Changes the radius to which sparkles are shone forth.
- Parameters:
- SparkleSize: A whole number that is the distance, in studs that sparkles will radiate to from the part.
- Reason: Sparkles are nice, but the current size doesn't suit all needs. Say you wanted to make something small, like the tiniest sparkle to hint at treasure nearby. Larger things may be wanted, too...
--JustinP231 20:27, 5 April 2008 (CDT)
Sparkle Shape
- Name: SparkleShape
- Type: Property (Enum)
- Function: Change the shape of the sparkles.
- Parameters:
- SparkleShape: Probably an Enum value. I'd imagine just a few shapes would do fine, like maybe cross, diamond, dot.
- Reason: Diversify the effect of sparkles.
--JustinP231 20:37, 5 April 2008 (CDT)
Sparkle Density
- Name: SparkleDensity
- Type: Property (Float)
- Function: Change the density of the sparkles that radiate.
- Parameters:
- SparkleDensity: A whole number. The number of sparkles in, say, a five by five stud area.
- Reason: Thin or dense sparkles could provide more interesting effects. Thinly placed sparkles could create a raining or snowing feel, while sparkles could be placed close together to simulate fire, or streams of energy, etc.
--JustinP231 20:37, 5 April 2008 (CDT)
Sparkle Direction
- Name: Face
- Type: Property (Enum)
- Function: Sets a specific face of a brick in which sparkles will emit, or allows omnidirectional emitting.
- Values: Standard 6 Part faces (top, bottom, left, right, front, back) as well as 'Omni' or 'None'.
- Reason: Create more specific directions for which sparkles to move in, rather than in all directions.
Sparkle Texture
- Name: Texture
- Type: String Property
- Function: Changes the default texture of sparkles.
- Parameters:
- Reason: Allow for customization of the Sparkle image, opening up opportunities for smoke, fire, and other changes.
--Weasel 13:03, 17 June 2008 (CDT)
LightSource.Position
- Name: Position
- Type: Property(Vector3)
- Function: Sets the position of the 'Sun' entity, from which the shadows are cast.
- Values: A basic x, y, z coordinate.
- Reason: Adding a lightsource position would aid a lot of maps ecspecially indoor maps, by not haveing everything in shadow, the light could come forme a light on the ceiling. Another map, say a nightime street map, could have the lightsource be a roadlight, or even car headlights. Lastly, in some really tall maps, when you are at the top, the lightsource will sometimes be below you. The reason this is different from the above one is that this would set where the shadows come from.
- User: bailinbone15
- Commented by Tgp1994: That would add a whole new level of graphical effects to ROBLOX. I would LOVE it, and it especially would come in handy when making movies, as you could add lighting to the scene. Also, some good sub-features to this could be:
- LightSource.Radius; changing how big the light could get, from a laser pointer, to a light bulb.
- LightSource.Color; or Color3.new, could use the same colors as bricks to give it a little tinge, would be awesome in disco maps.
- LightSource.Brightness; how bright it is.
- LightSource.Direction; I'm thinking that we could have it facing a direction from a brick, since it would be inside of one, so say the LightSource.Direction is Top, then the light would be comming out of the top of the brick.
Shine and Reflectance
- Name: (1.)Shine (2.)Reflectance
- Type: Properties
- Function: The "Shine" property in ROBLOX will replace the current "Reflectance" property. The new reflectance property will give a choice of different shading and actuall options to reflect things such as bricks and meshes. An object's ability to reflect light from the skybox and its ability to reflect the things around it could be altered by this property. Objects with the most reflectance will show on their surface everything around them. Objects with the least reflectance will be hardly show and light reflectance when they move. Setting reflectance to 50% would make an object very glossy.
- Parameters: Will only be able to work with "Parts" and "Meshes".
- Reason: This property would give new levels to gameplay.
- User:outofspace 04:04pm CST May 02, 2008
Stopped
- Name: Stopped
- Type: Event
- Function: Fires when a sound finishes playing.
- Parameters: None (Event)
- Reason: It would allow for easier ways of creating jukeboxes and similar things, by allowing it to wait for the sound to finish playing, instead of having to wait time, which could easily glitch when a game is lagging.
- Suggestor: bailinbone15
Clock
- Name: Clock
- Type: Object
- Function: Allows players to input their current time appon entering a server. A digital clock would be displayed on the very top of the screen. The object would change the clock to the approprate time given. If no Time is given, there will be no clock displayed. The clock object will reside in "game.Workspace.PlayerName" where PlayerName is the Player's name.
- Parameters: It can only be placed under models. The time value, however, can be accessed by scripts.
- Reason: There are many things that could result from this. It's simple to create and it could be used in colaboration with the lighting service.
- User:OutOfSpace 01:24pm CST April 29, 2008
- The OS Clock function pulls the time straight from the ROBLOX server. This (Clock Object) would prompt users to input a time. --OutOfSpace 13:24, 7 June 2008 (CDT)
- Meaning grabbing the OS Time from the client machine? ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
- No, but I've made something like this. A player will enter a server and be prompted to input a time. The server will then keep track of said time. And wow, this was long ago xD. ⇒OutOfSpace
- Meaning grabbing the OS Time from the client machine? ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
ImageFromCamera
- Name: [Camera]:ImageFromCamera()
- Function: Gets a usable image on the client that can be put onto objects.
- Parameters: Outputs a decal or string that can be placed onto parts. Shouldnt lag, as it is done on the client machine.
- Reason: Would be great for Portals, and many other things.
- Example: Brick.Decal.TextureId = Camera:ImageFromCamera()
- Suggestor: Toxsikkilla
Edited by --Toxsikkilla 02:19, 20 June 2008 (CDT)
Explosion Duration
- Name: Duration
- Type: Float
- Function: A setting for how long an explosion lasts
- Reason: There could be many uses for explosion durations, such as having a never ending one as a torch, very quick explosions as effects for gunshots, or long explosions for engines.
- Suggester: bailinbone15
CanCollide Percentage
- Name: CanCollideRate (Or something similar)
- Type: Property (I think...)
- Function: Restrain movement when anything goes through the brick
- Values: Simply replace the CanCollide checkbox in the Properties menu with an input area, like Transperancy or Reflectance.
- Reason: Allows creators to create a water effect, so when you walk through it, you slow down,like in real life. This can sort of be achieved by making a conveyor belt CanCollide(false) and slowing it down to about half speed of walking bt it only works form one direction. BUT, if someone has a script that has CanCollide(True/False) in it, it should still work. Just change that function to fit in with the new one.
- User: JesseTV
- Redundant, can be very easily done through scripts. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Toolbox Location
- Name: (Anything that fits well)
- Type: Property (I think...)
- Function: Move the location of the ToolBox to a more conveinient location.
- Values: Just allow the toolbox to be clicked and dragged during map creation.
- Reason: Allows creators to move the ToolBox (Or StarterPack, Inventory, you get the point.) to a different location. If this is not possible, at least move the ToolBox a few pixels higher whenever a HintBox is present on screen.
- User: JesseTV
Explosion Color
- Name: Explosion Color
- Type: Property (Color3)
- Function: To change the color of an explosion
- Parameters: A Color3 Value
- Reason: Haven't you ever wanted to make something shoot out somethinga different color withoud having to use lots of bricks? With this you could simply make a colored explosion.
- Suggester: fuggles
Explosion Texture
- Name: Explosion.Texture
- Type: String file location
- Function: More custizability for explosions.
- Values: A string for the file location.
- Reason: You could change the texture to be a circle for a glow effect, fire for, well, a fire, a more detailed explosion texture, or even text or othe things.
- User: bailinbone15
View Health Status
- Name: HealthFrac
- Type: Change to HUD.
- Function: Displays the amount of health you currently have left as a rounded percent.
- Parameters: Will display current health only. So if it is 24.5004/100, 26% will be displayed.
- Reason: For everything, there's always a small detail that never makes a difference. There's always going to be "something better" to update. Place loading could be more smplified, or that new Lua feature could be added in. This is simply a cherry on the cake, so to speak.
- User: ⇒OutOfSpace
Clickable
- Name: Clickable
- Type: Bool Value
- Function: It would cause the green walking disk to go through the part as if it weren't there. It should also affect mouse.hit and the other mouse things, and humanoid.Target. It would basically work the exact same as if you were trying to click on yourself. The spot would be behind you, and it is impossible to click on you.
- Values: Bool IsClickable.
- Reason: This would help a lot in certain places. It could be used to make a less obvious invisable walls, or triggers for certain events. If this is implemented, you could create an invisible trigger that is impossible to find. If it also caused mouse.hit, and Targets in tools to go through, weapons would be less likely to glitch up when used around them. It has to be a separate value because if it was a part of locked, then you wouldn't be able to click the baseplate. If it was part of cancollide, trap doors and fake walls would be too obvious.
- User: bailinbone15
Hummanoid Color
- Name: Hummanoid Color
- Type: Property (Color3)
- Function: Changes the color of the hummainoid displayed as well as the color of the person's name in the chat/player field. If no color is selected, it defaults to white and the player name color in the player field is random.
- Values: Color strings?
- Reason: People want this...and it's cool.
- User: ⇒OutOfSpace
Fish-Eye Lens
- Name: FishEyeLens
- Type: Property (In Camera)
- Function: When set to true, makes the camera warp everything visible to make it look like a fish eye camera.
- Values: Bool
- Reason: It would bring out new maps, and help with old ones.
- User: cole2
- The current camera appears to operate in this mode, expand the Roblox render window across 2 monitors to see this. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Explosion Direction
- Name: Explosion Direction
- Type: Property (In Explosion)
- Function: To make an explosion move in a certain direction
- Parameters: Vector3 Value. Could possibly be made into two properties, direction(Vector3) and Concentration(Single Value). The purpose of direction, which direction the explosion goes in. The purpose of Concentration, how much the explosion is concentratied in the way of the direction.
- Reason: Would make it posible to have an explosion come out of a hole in the wall or more realistic guns or cannons.
- Suggestor: fuggles
TouchPosition
- Name: Position
- Type: Vector3/CFrame
- Function: It would be another thing returned by touch and hit, like the part that was hit. It would be the actual location where the parts hit, or even a CFrame looking at the hit part.
- Reason: This would allow for really cool effects, such as a charred texture where a rocket hits a wall.
- Suggester: bailinbone15
- Possible and not terribly difficult through scripting. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Density
- Name: Density
- Type: Property for a brick
- Function: it would be something to replace the can collide, and it would make can collide a decimal between 1 and 0. 1 would be can collide true and 0 would be can collide false. if the higher the density goes the heavier the brick will get until its at its actual weight, so if the density equaled 0.1 a really big brick would be easy to move around however if density equaled 0.9 that big brick would not be so easy to push.
- Reason: it would make for more interesting structures, because some parts of the building could be easily moved and broken by the weak explosion from a missile while others needed a bomb to blow apart.
- suggestor: hoshi711
- Note: All bricks currently have a density set at 1.
DecalSize
- Name: SizeX/SizeY
- Type: Property (Float) (Two separate)
- Function: This would be two numbers, which would set the X/Y size of a decal on a brick. This is only really necessary if the DecalOffset is implemented.
- Reason: This would let a single, lage texture, be made smaller, for a more detailed image at the center of an object, or, with the Offset, have it not change size in different parts.
- Suggester: bailinbone15
DecalOffset
- Name: OffsetX/OffsetY
- Type: Property (Float) (Two separate)
- Function: Set the distance of offset from the center of the surface for a Decal. Move the decal 3 studs to the right, for example.
- Reason: Allow for surface details at specific locations on large objects, such as bullet holes or non-physical damage on buildings.
- Suggester: bailinbone15
Rope
- Name: Rope
- Type: Object (Part-based)
- Function: It would allow people to add ropes to things, not just scant old cylinders with hinges.
- Reason: This would make attaching things for a swing alot more fun. You could also script it so you could hang onto things...
- Suggester: Makingblah
TouchedFace
- Name: TouchedFace
- Type: Property (Enum)
- Function:To check which side of a brick a person has touched.
- Trigger: Like on onTouched, only thiis would be the connection: script.Parent.TouchedFace:connect(onTouched)
- Reason: To make it where you can trigger something when a certain side of a brick.
by: fuggles
Multi-lines Messages
- Name: Player's Global Variables
- Types: Alteration to message handling on HUD/GUI.
- Function: Allow for 'newline' command in lua with '\n'
- Reason: Not only is it a basic function, but allow for much larger amounts of text on messages and hints, open up new possibilities for Humanoid display.
- Suggester: SirGelatina
Player's Global Variables
- Name: Player's Global Variables
- Types: Array, string, Vector3, numbers, etc...
- Function: To store arrays, strings, numbers etc in player's accounts and then they could be acessed by any of the player's sarvers
- Reason: OMG If you can't imagin how much things we can do with this, you're mindless! We could do multi-level RPGs, save Players' progress on our places, server intercommunication, and LOTS OF MORE! Don't you agree with me?
- Suggester: SirGelatina
- Possible through use of Value Objects. Only missing piece is a global Table. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Message display changes
- Name: (Multiple)
- Types: Property (Multiple)
- Function: To edit the: Size, Position, Colour and more of a message
- Reason: This would be very usefull, You could create custom messages, Imagine what you could do with this?!?!? The possibilities are endless. The reason I also requested this is because Roblox removed "HTML service".
- Suggester: Cymru72
Object With
- Name: Object With(Object)
- Type: Object inheritance/manipulation
- Function: Alows you to reference an object without typing the object name.
- Reason: just to speed up programming, i use this function regully in javascript.
Example: With out With (Current): rnd = math.round(1,10); mynumber = math.floor(rnd);
And with (Proposed):
With(math) do rnd = round(1,10) mynumber = floor(rnd) end.
- TGazza 21:33, 16 October 2008 (CDT)
- This makes absolutely no sense, adding two extra lines for every math function would be useless, and just complicate scripts. Maybe once or twice in a hundered scripts would this be useful, but the frequency at which you call the 'math.' prefix in between different lines that would be incompatible would make the entire system redundant. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
PlayerToServer
- Name: PlayerToServer
- Type: Function (Added to DataModel)
- Function: Transfer player to different map/server without having to close client or select new map through website.
- Reason: Allow for a large map to be broken into smaller pieces, transfer players between 'planet' maps and a 'space' map, for example.
- Username: PlaceRebuilder
findPlayerCam()
- Name: findPlayerCam()
- Type: Function
- Function: finds the local camera of a player.
- Reason: To make really cool sniper scripts that actually zoom in like a sniper. However, this can be used for different purposes.
- Username: abcd/CoolJB
- Example:
a = game.Players.CoolJB:findPlayerCam() print(a.Name) --> Camera
Camera
- showViewCam()
- Type: Function
- Function: It shows what a brick's camera is.
- Reason: This would be perfect for obby's and places that need moderators and ban scripts.
- Username: ANU1
- Example: The brick's camera faced up so the decal showed the brick's camera)
a = workspace.BrickBCD:showViewCam workspace.BrickFGH.Decal:a
Language Switch
- setLanguage()
- Type: Function
- Function: Give people the ability to switch from the lua language, to another language like java.
- Reason: This would allow people to get into not only lua, but other scripting languages as well. Also, people who are familiar in other languages would like this if they have a habit, and are more familiar to other scripting pieces like "}" instead of "end".
- Username: Niteshifter
- Example: Here's an example of what I would mean:
setLanguage(Java)
public void simpleIf (){
if(1 != 2)
print(1 doesn't equal 2)
}
} else {
}
}
}
end
- Comment By Garra300:
This Would Allow Users To Acces The ROBLOX Website Database And Hack Their ROBLOX_Currency. Like In The Time Of "Scripter...". Good Idea Though!
- Comment by UltimateYoshiMaster:
Umm... not exactly. Roblox added Lua, and specific parts of Lua they left out, to preserve security. They'd need to add support for any new languages in order for them to work, and they could leave out anything that could be used to for bad things...
- Comment by nickguletskii200
You will Never be able to use Java as a script: It needs compiling into bin or exe files. However, JavaScript can be used. C, C++, C# and others won't work either. Delphi won't too. Switching from lua to JavaScript completely would be really nice.
---= UltimateYoshiMaster =- 04:33, 6 December 2008 (UTC)
- Useless. What would be the point of having to implement a second set of every last bit of any Lua binds into another language that requires a separate download and a VirtualMachine in order to function, causing extreme clientside load and serverside load, and creating bottlenecks in the program that would keep you moving at 3 FPS. I see no advantages to be gained here. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
PHP Ingame Usage
- Name: PHP Ingame
- Type: Language Switch
- Function: Give People Acces To Databases That Can Store Info Such As Saves And Such
- Reason: Would allow RPG to have a good save system, You could save many needed things such as tycoon data, and would expand possibilities
- NOTE: Database Hacking Is The Same As Hacking ROBLOX, You Cant.
- Also, PHP Would Be A Service You Would Have To Buy!
- Example:
<?php
//opens connection to mySQL server
$dbc = mysql_connect('localhost', 'Database_Name', 'Password');
if (!$dbc) {
die('Not connected: ' . mysql_error());
}
//select database
$db_selected = mysql_select_db("Database_Name", $dbc);
if (!db_selected) {
die("Cannot Connect: " . mysql_error());
}
?>
- Rather than completely implementing PHP from within Roblox, simply allow for a MySQL upload command and a MySQL retrieve command, get information from and to a database hosted on Roblox servers and locked from outside edit. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Ingame Java Applet's
- Name: Inagame Jaba
- Type: Language Switch
- Function: Would allow people to do some awesome things in places, such as Calculators, Minigames,and such
- Reason: Could increse the abilitys of Minigames, Game Boards, And/Or Obbys!
- NOTE: The Language Would Get A Adaptation Called rbxl.Java, like rbxl.Lua
- User: Garra300
- Useless, I see no point in tying up Dev time implementing a horrendously slow Virtual Machine that runs from within a physics simulator. Proper GUI support would allow for graphical elements and with Lua already implemented can be worked to create the exact same thing faster, more efficiently and easier than Java. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
StudSize
- Name: StudSize
- Type: Size Modifier
- Function: Makes the studs on baseplates/bricks different sizes
- Reasons: It would be good for puzzles and some people might make them big so they look like buttons.
- User Name: WinCamXP
- Can be done through Decals and Textures. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Get Highest IntValue Value
- Name: Get Highest IntValue Value
- Type: Value Finder
- Function: Finds all of the IntValue objects in a certain object, and gets the one with the highest value.
- Reason: It would save time because you could do this instead of a getChildren.
- Example:
highvalue = game.Workspace:getHighestIntValue() print(highvalue)
- User Name: pspdude40
Get Lowest IntValue Value
- Name: Get Lowest IntValue Value
- Type: Value Finder
- Function: Finds all of the IntValue objects in a certain object, and gets the one with the lowest value.
- Reason: It would save time because you could do this instead of a getChildren.
- Example:
lowvalue = game.Workspace:getLowestIntValue() print(lowvalue)
- User Name: pspdude40
Send Message
- Name: SendMessage
- Type: message sender thing
- Function: sends a message to the maker of the map
- Reason: this would help people get high scores from games
- User Name: Dude904 [1]
- Redundant, Database saving suggested. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Actually, I like this idea. Well thought, but use better grammer for descriptions. Lol. ¿ANormalUsername1²?
Implemented or In Development Suggestions
Drawline()
- Name: function Drawline()
- Type: function
- Function: Will draw a line from point a to point b or draw a line from a given point in a certain direction for a certain distance and checks for the first collision along it. Then it will return the distance away from the first point and the brick it hits.
- Reasons: It would be useful for sniper rifle zooming, pathfinding ai, automatic turrets that fire things that aren't self propelled(calculate initial force/angle)
- User Name: Cull
- A more appropriate name would be 'Raytrace', which has been suggested and is planned on being (eventually) implemented in the Geometry object ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Mouse's Parent Not being nil
- Name: Mouse in Player
- Type: Object (I Guess)
- Function: So that the Mouse object resides in it's player.
- Reasons: This would be really great to add keys to game play. So instead of just the basic keys players can add them. like press r to roll or something. But a player can do special moves without a tool or HopperBin.
- User Name: matchlighter
- Asking for the mouse object to be a child of an object, planned feature for an upgraded Keyboard/Mouse object set. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Spring
- Name: Spring
- Type: Property (In Brick)
- Function: It's pretty much like a Hinge but it will spring back if nothing is blocking it.
- Reasons: This would be great for slow things down or even launching people. This would also be great for gates that will shut after some walks through it. It would make the Gate look quite realistic and unlike a Hinge it will spring back shut.
- User Name: matchlighter
Possible workaround: Put the brick in question on two Hinges (like a normal door), then have a BodyPosition in the door, with position set to the door's initial position. Set the force to how fast you want the door to close. Wacko McGoose 02:50, 16 November 2008 (UTC)
- Object exists, see RBX.Lua.Motor. Can be used to set a specific rotation. ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
Glow
- Name: Glow
- Type: Color3/Lighting/Boolean/Mesh
- Function: A certain object will cause a glow that will iluminate just a certain area. It need a boolean called Enabled to make it work or not and a mesh option to make it glow to a certain direction
- Reason: Making things like lightbulbs and flashlights that do change lightig not just meshed.
- Suggester: malc623
- Lights? Changes underway working toward this ---Mr Doom Bringer 13:28, 2 January 2009 (UTC)
