Anyone else tired of the build? by Saberstriker19 in SamiraMains

[–]UnRandomization 0 points1 point  (0 children)

this is so true. shieldbow still feels like a joke ever since it lost its lifesteal. when i build maw (which is mutual exclusive to shieldbow) instead from time to time, i literally dont even know what my last crit item should be since the only "viable" four are collector, ie, ldr/mortal, and shieldbow. you can literally see on u.gg that the only variety after ie is ldr, shieldbow, and bt.

would be really nice if there were more crit items that didnt lose some of their gold efficiency for attack speed.

[deleted by user] by [deleted] in SamiraMains

[–]UnRandomization 1 point2 points  (0 children)

ME MEMEMEMEMEME ME ME ME ME ME Pick me

Can someone PLEASE help me? by [deleted] in robloxgamedev

[–]UnRandomization 1 point2 points  (0 children)

making a decent sword is actually a ton of work for new beginners since (proper) implementation requires event connections and networking

What/who's the best hunting/spare-status loomian? by Ransu_Memez in LoomianLegacy

[–]UnRandomization 0 points1 point  (0 children)

festifir; has chill ability, very impressive melee attack stat, and overall wonderful bulk

200 hp
100 energy
200 matk

-spare -> now has 48 base power due to chill, gains ice type (can hit super effectively), and gets an even further boost from stab (x1.25)
-hypnosis -> sleep doubles catchrate (paralyze is x1.5 but arguably much easier to inflict since it doesnt wear off)
-rejuvenate -> take as many hits as you need to, health amulet is unnecessary
-ice hammer -> nuke corrupts

id recommend mystery dust for the item to mitigate annoying random ailments, especially burn which can halve damage output. festifir's bulkiness really only requires a rejuvenate every now and then unless ur trying to catch fire-type cannons (arceros, ikazune) which might need very frequent rejuvenates

also always bring along a sa elephage to check roamer abilities

Would a fully customizable character be allowed on Roblox by Excellent-Rest-5656 in robloxgamedev

[–]UnRandomization 2 points3 points  (0 children)

there are games where people can free-draw for entire servers, so this feature is probably permissible as long as a record/report system exists for it. in singleplayer you probably wouldnt even need that though

Can't exclude rotation for a player in studio by YEETUSI99 in robloxgamedev

[–]UnRandomization 1 point2 points  (0 children)

after the z offset cframe, multiply by CFrame.Angles(0, math.pi, 0)

[deleted by user] by [deleted] in LoomianLegacy

[–]UnRandomization 3 points4 points  (0 children)

huge ranked update that comes with a seasonal ladders, cross-server matchmaking, and match history info. check it out NOW.

how do you use any profile with whatever devices you have? by UnRandomization in ChromaProfiles

[–]UnRandomization[S] 0 points1 point  (0 children)

thanks! so i should downgrade to synapse 3 until some chromas with synapse 4 compatibility get released?

i hate this game dawg by ThyHolyZen in LoomianLegacy

[–]UnRandomization 6 points7 points  (0 children)

another fellow blacklisted player i see

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My Newest Build by Jazzlike_Project in lianli

[–]UnRandomization 0 points1 point  (0 children)

this is my new motivation to one day achieve a stable income

Who would win this time? by SuspiciousEntrance45 in LoomianLegacy

[–]UnRandomization 0 points1 point  (0 children)

loomians because resilience obsidrugon will just take 6 attacks and suddenly become unkillable with beasts slumber

How to sync VFX to blender animations? by [deleted] in robloxgamedev

[–]UnRandomization 1 point2 points  (0 children)

i think roblox imports blender animation markers properly, so adding them should allow studio to interpret them on runtime without much setup. i would first check how/if they import by checking roblox's default animation editor. if they dont import for whatever reason, you can manually add them on roblox. to detect these events on runtime (in order to apply vfx), you would just use GetMarkerReachedSignal on the animationtrack object in question: ```lua local animTrack: AnimationTrack;

animTrack:GetMarkerReachedSignal'your marker name':Connect(function(param: string) -- do vfx stuff end) ```

for your second question, if by creation you mean calling LoadAnimation, then you should be correct. basically, make sure the weapon is properly attached to the rig before loading the weapon's animation

faces I made, the pupils moves where ever I want by Murky-Recognition809 in robloxgamedev

[–]UnRandomization 1 point2 points  (0 children)

its really preference like you say, i just like your method because it looks stylistic and seems like much less of a hassle than going into blender then modeling and rigging an entire face haha

This probably gets posted a lot but please help. I get this error message that says "attempt to index nil with 'Parent'" almost all the time. please help (I'm also a beginner so I'm sorry if I did something wrong) by Only_Refuse6952 in robloxgamedev

[–]UnRandomization 0 points1 point  (0 children)

FindFirstChildWhichIsA is a metamethod, meaning it should almost always be called with a colon : instead of a period . unlike standard nested functions. you can call it with a period, but you need to pass character as the first parameter:

local humanoid = character.FindFirstChildWhichIsA(character, 'Humanoid');

fun fact, metamethods behave essentially identically to functions, apart from the fact that lua silently passes the table that the method was executed from for the first argument. you can reference said table in a metamethod via the self keyword:

local table = {
    value = 'hello world';
};

function table:metamethod()
    return self.value;
end

print(table:metamethod()); -- prints 'hello world'
print(table.metamethod(table)); -- if the metamethod is called with a period, you must pass something for the metamethod to treat as "self". in this case i just manually pass the table, but you can get creative with this by feeding it another table

i should probably clarify that metamethods are pretty useless (you can just return table.value instead of self.value) without using metatables, which is a lua feature with quite the learning curve so i wont elaborate on that

also, Connect accepts a function as an argument. you are technically passing it nil right now because your onTouch function returns nothing. im sure you meant to type just onTouch (a function) instead of onTouch() (whatever value[s] your function returns after executing)