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Creating a randomly generated world with grids?

Asked by 4 years ago

So i'm trying to make a world that generates itself randomly in a grid in a radius around the player but i have no idea how to and methods of doing something like this?

game.Players.PlayerAdded:Connect(function(plr)
    plr.CharacterAdded:Connect(function(char)
while wait(5) do

    for i,Chunk in pairs (game.Workspace.Folder:GetDescendants()) do
        if Chunk.Name == "Base" and Chunk:IsA("Part") and (Vector3.new(char.HumanoidRootPart.Position.X,49,char.HumanoidRootPart.Position.X) - Chunk.Position).Magnitude <= 120 then
            for i,subchunk in pairs(game.Workspace.Folder:GetDescendants()) do
        if subchunk.Name == "Base" and subchunk:IsA("Part") then
                if (Chunk.CFrame * CFrame.new(64,0,0)).X == subchunk.CFrame.X then

                    else
                local model = game.ReplicatedStorage.TestChunkSize1:Clone()
            model.Parent=workspace.Folder
model:SetPrimaryPartCFrame(Chunk.CFrame * CFrame.new(64,0,0))
                                               end
            end
        end
        end
    end

end


end) end)
0
The first thing you should do it list out the process, currently it looks like every time a player is spawned you create a map which isn't recommended. Plan out the process first then decide on what you want to be spawned in such as obstacles, chunks and items. Then you should do cframe calculations based on the size of the obstacles. BlackOrange3343 2676 — 4y

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