I have the basics of tycooning and i understand how to make round balls drop from the dropper. But i am not experienced enough to know how to do this, so would someone help me by chance? MY question is how do i change the dropper to drop say a block rather than a sphere, and then when it hits the upgrade it takes the shape of the sword. Here are the scripts i am using for the ball drop and i want it to drop blocks instead:
reload = 4 wait(1) while true do p = Instance.new("Part") p.Position = script.Parent.Position p.Size = Vector3.new(1,1,1) p.Name = "ABrick" p.BrickColor = BrickColor.new("Bright red") p.TopSurface = ("Smooth") p.BottomSurface = ("Smooth") p.Parent = script.Parent.Parent.Parent p.Shape = 0 wait(reload) end
Heres the upgrade script im using to make the ball shiner but i want it to take a shape of a normal sword:
pcall(script.Parent.Touched:connect(function(hit) if hit.Parent ~= nil then if hit.Name == "ABrick2" then hit.Name = "ABrick3" hit.Reflectance = .15 hit.Transparency = 0 end end end))
If anyone can help me i would greatly appreciate it.
Although this is clearly free-modeled, i will do your thing. Along with enhancing the first script, i took the sword's mesh and texture and put it in the second.
Dropper
wait(1) while wait(4) do --Every 4 seconds do the following p = Instance.new("Part", script.Parent.Parent.Parent) --Instance.new has a second "property" to set the parent directly from there p.Position = script.Parent.Position p.Size = Vector3.new(1,1,1) p.Name = "ABrick" p.BrickColor = BrickColor.new("Bright red") p.TopSurface = ("Smooth") p.BottomSurface = ("Smooth") p.Shape = 0 end
Upgrader #2 (Transmorpher)
script.Parent.Touched:connect(function(hit) --pcall is completely useless here if hit.Parent ~= nil then if hit.Name == "ABrick2" then hit.Name = "ABrick3" local mesh = Instance.new("SpecialMesh", hit) --I recreate the sword mesh here mesh.MeshId = "rbxasset://fonts/sword.mesh" mesh.TextureId = "rbxasset://textures/SwordTexture.png" mesh.MeshType = "FileMesh" end end end)
Ok, this is actually really simple. If you insert a sword into your game, there will be a mesh inside of the sword's handle. With that in mind, add this code to the upgrade script:
local mesh = Instance.new('SpecialMesh', hit) mesh.MeshId = "rbxasset://fonts/sword.mesh"
The same applies for all meshes. So, if you want it to look like a gun, simple replace the mesh id with the mesh id of the gun. Final code:
pcall(script.Parent.Touched:connect(function(hit) if hit.Parent ~= nil then if hit.Name == "ABrick2" then hit.Name = "ABrick3" hit.Reflectance = .15 hit.Transparency = 0 local mesh = Instance.new('SpecialMesh', hit) mesh.MeshType = 'FileMesh' mesh.MeshId = "rbxasset://fonts/sword.mesh" --[[If you want the sword texture, add this: mesh.TextureId = "rbxasset://textures/SwordTexture.png" --]] end end end))
If this doesn't work I probably made a typo.