Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Repeat until Close() Loop?

Asked by 9 years ago

I'm trying to make the landing sequence more automatic for some StarWars starfighters I've been working on. Until recently I've used a short for loop to make the fighter descend for several seconds before shutting off the "engines," but if you land from too close or too high from the ground, you'll either glitch into the ground or bounce a few times. Therefore I thought to use a repeat until SomePart.Touched loop to descend until a "landing gear" part touched another part. But... there never seems to be a time when Touched is nil or false, so the fighter just drops. I tried this, but the same thing happens:

--RayCast function to detect when another part is close
function near(start, oclu)
    local ray = Ray.new(start.Position, Vector3.new(0,-4,0))
    local hit, pos = game.Workspace:FindPartOnRay(ray, Plane)
    if hit and pos and (start.Position - pos).magnitude < 5 then
        return true
    end
    return nil
end

--Repeat loop that uses the above function
        --Plane is defined earlier, don't worry
        local forc = Plane.Parts.Engine.BodyVelocity
        local dam = Plane.Parts.Damage
        forc.maxForce = Vector3.new(math.huge, math.huge, math.huge)
        repeat
            forc.velocity = forc.velocity + Vector3.new(0, -2, 0)
            wait(0.1)
        until near(dam, Plane.Parent) == true

        wait()
        forc.velocity = Vector3.new(0, 0, 0)
        forc.maxForce = Vector3.new(0, 0, 0)

I don't know if I'm simply missing something that would make the Touched and RayCast checks always be true, or what, so feel free to suggest whichever you think is more efficient.

1 answer

Log in to vote
0
Answered by
Sublimus 992 Moderation Voter
9 years ago

You could connect a function before hand and use a while loop and then disconnect afterwards.

For example:

stop = false
connecty = script.Parent.Touched:connect(function(hit)
    stop = true
end)
while stop == false do
    wait(1)
    print("running")
end
connecty:disconnect()

This will allow it to run until the value becomes true

So, to use it in your code:

local forc = Plane.Parts.Engine.BodyVelocity
local dam = Plane.Parts.Damage
forc.maxForce = Vector3.new(math.huge, math.huge, math.huge)
stop = false
connecty = Plane.Parts.Wheel.Touched:connect(function(hit) --Change to what you want on the plane to be touched to make it stop
    if hit.Name == "Ground" then --Change to the name of what the plane should be hitting to stop
        stop = true
    end
end)
while stop == false do
    forc.velocity = forc.velocity + Vector3.new(0, -2, 0)
    wait(0.1)
end
connecty:disconnect()
wait()
forc.velocity = Vector3.new(0, 0, 0)
forc.maxForce = Vector3.new(0, 0, 0)
Ad

Answer this question