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buiding guide

Now here is where you want to know how to build on roblox.

Hello, everyone! I decided to make a building tutorial, because so many of you want to learn to build. Well, lets begin!

Copy, Delete, and Grab

Let’s start off with simple easy things: Copy, Delete, and Grab.  You all may already know of these, but just for the newbies out there.  You find these tools at your starting Happy Home in Robloxia.  These tools have simple functions.  The Copy tool copies the brick of your choice.  Click on the tool in the bottom-left hand corner.  Click on the brick you want to copy.  Click the brick with the copy tool selected.  The Delete tool deletes the brick of your choice.  Click on a brick with the delete tool selected.  The Grab tool moves the brick of your choice.  Click and drag the brick with the grab tool selected.  All simple right?  Well, not nearly as complicated as the further information.

Visit Online and Visit Solo

Ok, this doesn’t have that much to do with building, but whatever.  It’s here anyways.  You find these when you click on the picture of a place on the creator’s home page.  In Online mode, you can do very limited things.  If you go to a Happy Home, you will probably have Copy, Delete, and Grab.  If you are at other places, you probably don’t have those tools.  Ok let’s get to the point.  If you are on Solo mode, which you will find in the same place as Online mode, you can do very many things such as Resize, Group, Ungroup, ect., which you will learn about later.

Another Tool

There are other tools besides Copy, Delete, and Move.  Most of them don’t have to do with building, so I won’t bother putting those in there.  The other tool is Move Model.  You don’t have this at your happy home.  The Move Model tool moves any model.  It also moves single bricks.  Just select the Move Model tool and click and drag a model.

Insert

You can access Insert at Solo mode.  On Insert, you can browse models all over ROBLOX.  It is in the top-left hand corner.  There are different categories such as Bricks, Game Objects, ect.  There’s not much to tell about this, so let’s go to the next topic.

Tools

This is a very hard thing to learn about, so follow along carefully.  You can access Tools in Solo mode.  You find it right next to Insert.  When you click on it, a toolbar pops up in at the top.  All of the buttons do different things.  The next several paragraphs are all about this.

Resize

You find this in Tools.  It is the button with the box with blue bubbles around it.  Select this tool and then click on a brick that’s not in a model.  Drag the blue bubbles that appear around the brick in the direction you want to resize it.  Too many bricks causes lag so this helps.

Move On Axis

This is in Tools.  It is the button with the box with orange sqaures around it.  This basically does the same thing as the move model tool, except with this you can move it up and down and narrow the height of the brick to 1/3 of a stud away from the ground.  Select this tool and then click on a brick/model, and drag the orange arrows that appear around it in the direction you want to drag it.

Anchor

This is in Tools.  It is the button with the black line with black lines going diagonally away from the bottom.  This prevents bricks and models from moving.  This is how you make things float.  Select this tool then click on the brick/model you want anchored.  Click on an anchored brick with this tool to un-anchor it.

Lock

This is in Tools.  It is the button with the lock on it.  This prevents the selected brick from being selected, which means you can’t Copy, Delete, or Move it.  Select this tool and then click on the brick you wanted locked.  Click on a locked brick with this tool to unlock it.

Select

This is in Tools.  This is almost the exact same thing as Grab, except with this, the brick stays selected after you move it.  It is the button with the picture of a cursor on it.  This is the easiest tool in Tools.

Group and Ungroup

These are in Tools.  These put bricks together into a model and break apart models.  Group is the button with a blue box with small gray boxes on the corners.  Ungroup is the button with 2 overlapping blue boxes with small gray boxes on the corners.  To group a bunch of bricks, click and drag the Select tool over all of the bricks you want in it.  Make sure all of the bricks in it are hilited in blue, then click the Group tool.  To ungroup a model, get the Select tool and click on the model, then click the Ungroup tool.

Surfaces

Surfaces are the sides of a brick.  You can change the surfaces by selecting the Tools at the end of the toolbar.  The different types of surfaces are smooth, studs, inlet, motor on surface, and hinge on surface.

Explorer

Explorer is a place where all of the stuff you build is stored in.  To find it, go to Tools and click Veiw, then click Explorer on the tab that appears  You can be a better builder if you know about this.

Workspace

Without Workspace, the whole place wouldn’t exist.  It is what everything you build is stored in.  Every single brick is 100% guarunteed to be in Workspace, even your baseplate.  You can select locked bricks in Workspace by clicking on the bricks name.

Properties

Properties is basically a bricks properties.  To find it, click View, then click Properties on the tab that appears.  You can change a bricks color, shape, size, position, transparency, ect. in Properties.  To see a bricks Properties, use the Select tool and then click on a brick.  Then, open up Properties.

Paint Bucket

Don’t feel like going to Properties and changing a bricks color?  Well, here’s an easier way.  The Paint Bucket is in Tools.  It is the button with the bucket with ink coming out.  Click on this Tool, then select the color you want.  Then, click on a brick.

Copy and Paste

This lets you copy models all in one.  It is also in Tools.  Copy is the button with a piece paper on it.  Paste is the button with a clipboard with a piece of paper on it.  Use the Select tool then click on the model you want to copy.  Then, click the Copy tool, then click the Paste tool.

Ok.  We’ve got the basics.  Think that was hard?  Not nearly as hard as the things we’re about to learn.  Get ready.

Insert Object

This is in Tools.  It lets you insert scripts(see scripting guide)and a bunch of other things.  Get it by going to Insert at the top of the screen(not the regular Insert)and click on it, then click Object.  A screen appears and you can select a thing you want to insert.  You can either insert it into Workspace or a brick.  To insert an object into a brick, use the Select tool then do the Insert Object thing.

Mesh

Mesh is in Insert Object.  Have you always wondered how to make shapes other than block, ball, and cylinder?  Well here’s how!  Get the Select tool then click on the brick you want the mesh in.  Go to Insert Object, then select Mesh.  Go to Explorer, then go into Workspace, then find the brick with the mesh.  Select the mesh then get into Properties.  Next to MeshType, click on the bar that says “Head” and then click on the arrow next to it.  Select the shape you want it to be.  To get cooler meshes, select FileMesh on the list of the mesh types.  Type in the MeshID and type in the Texture if it has one.

That’s pretty much all to tell about Insert Object.  The other major thing in there besides mesh is script.  For help on scripting, see Dingdong272’s famous scripting guide!  =)

Motors

One of the surface tools is motor on surface, right?  Well, it’s not as easy as changing a brick surface to a motor.  If you just do that, the motor won’t work.  There are a few more steps after that.  First, change the brick surface to a motor.  Then, select the brick with the select tool.  Go to Properties.  Find the section in Properties called Surface Inputs.  On it, find TopParamB.  Where it says top in that, I just used top as an example.  Depending on the suface of the block you are using, you will need a different surface name, for example, if the motor is on the bottom of the brick, you will need to find BottomParamB.  Next to it, there is a number.  Type in a nuber, depending on how fast you want it.  I wouldn’t try anything over 1, because the spinning brick would detach from the motor and hit you off the edge.

Making Models

It’s pretty easy to make models.  Build your model.  It can be anything.  Once you are finished, get the Select tool then click and drag it over all of the bricks in your model.  Make sure all of the bricks in your model are hilited in blue.  Next, go to Explorer, then find your model in Workspace.  Right-click on the model in Explorer, then click Save to Roblox on the tab that appears.  On the box that pops up, type in the model name and a description of it.  Check it for Public or not, then click Publish.

Publishing Your Place

Ever wondered how people put their places on the Games list?  Here’s the answer to get your place on there.  Go to Tools, and then at the top, click File.  On the tab that appears, click Publish to Roblox.  On the box that appears, click Publish.  it’s that simple.  After you publish, and you don’t see it on Games, there is no problem.  There must be AT LEAST 1 player on your place before it shows up.

Renaming Bricks and Models

I forgot to tell about this earlier, but here it is.  To rename bricks or models.  Select the brick/model with the Select tool.  Then, go to Propeties.  At the top of the list where it says Name, type in the new name.

Velocity and RotVelocity

The last thing: Velocity and Rotvelocity.  Velocity is probably more important than RotVelocity.  The only thing RotVelocity has that Velocity doesn’t is the ability to make things go in circles.  To make a brick have Velocity, anchor the brick.  Then, select it with the Select tool.  Go to Properties.  To make Velocity go one side to the opposite side, find Velocity in properties.  Replace the first 0 with the number you want it, depending on how slippery you want the brick.  It should be slippery now.  To make it go the other way, make the nuber you did a negative number.  To make it go from one of the other sides to it’s opposite side, change the last 0 to the number you want.  to make it go the other way, you know, right?  To make it go up, replace the middle 0 with the nuber you want.  Make the number negative if you want it to go down.  To make it go in circles, find RotVelocity.  In RotVelocity, change the middle 0 to the number you want.  To make it spin the other way, make the number negative.

 

Ok, we have pretty much everything covered.  Good luck and do your best.  if you notice any misspellings or want me to add more and thats it folks!

scriping guide

So here is a scripting guide for scripting. Ever looked at scripting and said this to yourself:

“What the heck IS all this?!?”

If you have, then you have “newb’s scripting syndrome”. Don’t worry, when you get done with this, you will be writing your own scripts in no time! This is the exact tutorial that was on the wiki. This starts from the very beginning basics and goes on to be very advanced. This will be constantly updated, so, what are you waiting for? LEARN!

requirements to start

 

Ok, here are your requirements to start scritping

 

*Know how to use Explorer and Properties 

*ROBLOX Studio (um…duh?)

*Absolutely no experience with scripting

*Knowing how to work a computer. 

 

What you will be able to do when you stop using this tutorial

 

Everything from killing people, to who knows what? This scri

pt tutorial is constantly expanding!

 

Lesson 1:Getting Started

 

Hello, everyone! I decided to make a scripting tutorial, because so many of you want to learn to script. Well, lets begin!

 

Starting Simple

Well, to start simple, we can make a kill script. We can start with this:

 

Make me die

 

well that is ok…I guess? NO! WRONG! HORRIBLY HORRIBLY WRONG! First, we need to define “me” and “die” is used by one of three ways: Setting health to 0 (read later lessons), Deleting your head/Torso. So, if you want to define yourself, you have to read on…hehe

 

Translating your script to Lua

 

Imagine that in the game, there is a folder titled “game”, and inside that is a folder titled “Workspace”, and inside THAT is a folder with your name on it! So you have game’s Workspace’s YOURNAMEHERE. Well, you can’t use the ” ’s ” in Lua scripting, so subsitute it for Mr. Dot. “.” So now it looks like this:

 

game.Workspace.YOURNAMEHERE

 

ya with me so far? Read the last few paragraphs over again to get the hang of it.

 

Adding The KILL In Your Script

 

To do this, you need to kill people one of two ways, you can either kill them by removing their head, or removing their torso. So that, in Lua, would look like this:

 

Head:Remove()

or Torso:Remove()

Let’s use Head Remove. Now our new script is this:

 

game.Workspace.YOURNAMEHERE.Head:Remove()

 

YOU NEED CAPITALS! CAPITALS ARE SO IMPORTANT! ONE FALSE CAPITAL AND YOUR SCRIPT WON’T WORK!!! Now, lets test your Script! Go to My Script Builder  and then type the following: create/killme (if killme is already taken, use something different, like bob) edit/killme Now type your script with YOUR NAME in the YOURNAMEHERE part. now say exit/ now say run/killme Your person’s head will pop off, and then you can substitute someone elses name for YOURNAMEHERE in a new script and you can kill them!

 

Lesson 2: Changing Values

 

In this lesson, we will change values! Those include health, transparency, etc. What is a value? A value is a number, 0, 1,000,000, etc. A value is displayed by the “=” sign.

 

Changing Health Values

 

You know that kill script we just made? Well, lets re-visit that, and we can re-do it, but this time, we don’t remove a body part, we change the health to 0. Well, that health is inside a Humanoid object, which is in your little “folder” with your name on it. So, lets take a look. Your script would look like this:

 

game.Workspace.YOURNAMEHERE.Humanoid.Health

 

Yay! Now here comes the changing values part. A value is displayed by the “=” sign. So, to change it, you would need the health to = 0. So now, your script looks like this:

 

game.Workspace.YOURNAMEHERE.Humanoid.Health = 0

Fun, right? Well, you can go back and test that at the script builder, but you need to remember to put your name in for YOURNAMEHERE, and you need to see this next lesson.

 

Changing Transparency

 

Time to change the transparency (visibility) of you Character! Well, as always we would start with your little “folder” setup:

 

game.Workspace.YOURNAMEHERE

Well, there is your setup…Lets make your head invisible! That would be displayed with that little equals dude again, and Head.Transparency = 1 So now, your script looks like this!

 

game.Workspace.YOURNAMEHERE.Head.Transparency = 1

HOORAY! TIME TO TEST IT IN THE SCRIPT BUILDER! Be sure to substitute your name/other people’s names for YOURNAMEHERE. Want something different than just completely visible and completely invisible? Use decimals! Use anything from 0.1 to 0.9!

 

Lesson 3: Wait Scripts

A wait script! What the heck is a wait script? Well, wait scripts are used like on blocks that flash between visible and invisible, they are using a wait function. The wait function is displayed with this: wait(INSERTNUMBERHERE) If you want to make your head flash between visible and invisible, you just need to add a wait function.Good thing you used that changing transparency lesson last time, you’re going to need it. Start with that and put it in the script:

 

making things flash between visible and invisible

game.Workspace.YOURNAMEHERE.Head.Transparency = 1

Time to add the wait function! This is really easy, all you need is this:

 

wait(3)

Why 3? Well that means 3 seconds. You can change it to anything you want. Time to make your head visible again!

 

game.Workspace.YOURNAMEHERE.Head.Transparency = 0

Now you just insert those as 3 different lines in the script builder, create a script for it, and run it! Your head will go invisible, then visible again! So now all together!

 

game.Workspace.YOURNAMEHERE.Head.Transparency = 1

wait(3)

game.Workspace.YOURNAMEHERE.Head.Transparency = 0

 

All the things that are values & Things to Remember:

 

All the things that are values are these: Transparency, Reflectance, elasticity, friction, etc.! Just mess around and have fun making scripts! Things to remember while using value scripts.

 

 

Lesson 4: Making Variables

 

Just what is a “variable”? It is something that defines part of your script and it is called a “Variable” because you can have the same name for something in a different script. Remember how you used to have to type this all the time?:

 

game.Workspace.YOURNAMEHERE

Well, what if I told you you didn’t have to! You could just type this!:

 

me

 

That’s it??!?! YEAH! Well, what you have to do is this:

 

me = game.Workspace.YOURNAMEHERE

 

Then, like in the kill script, all you have to type is this:

 

me = game.Workspace.YOURNAMEHERE

then press enter, and type in this:

 

me.Head:Remove()

 

Saves a lot of typing time, right? Well, that is how you make a tag! If you want a tag for a Brick, name the brick something other than “Smooth Block Model”, like “Brick”. (no quotes and CAPS are required) Then you would define it like this:

 

brick = game.Workspace.Brick

Tags can be assigned to ANYTHING. You can assign a tag to your dog, if you want…but…Your dog isn’t going to play ROBLOX, so I wouldn’t suggest it.

 

That is a tag!!!

 

Lesson 5: Trues and Falses

 

What’s this? Trues and falses are the checks and un-checks in the properties box. You use these in a script with trues and falses. You can do many things like Anchoring and CanCollides. Lets make our first trues and falses script!

 

Changing Anchored Blocks to Un-Anchored

 

Here we go! Let’s use a tag from our last lesson. Our tag will be:

block = script.Parent

Now, we want to change the block to un-anchored! This looks like this:

 

block.Anchored = false

Now we can add a wait function

 

wait(4)

now we want to make the block anchored again!

 

block.Anchored = true

Now alllllll together!

 

block = script.Parent

block.Anchored = false

wait(4)

block.Anchored = true

 

Changing CanCollide

 

Just change the Anchored to CanCollide if you want a CanCollide Script.

 

block = script.Parent

block.CanCollide = false

wait(4)

block.CanCollide = true

 

CanCollide is the ability to walk through a brick and not walk through a brick.

 

Things to remember in a trues and falses script & all trues and falses

ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS! Use LOWERCASE for trues and falses. ALWAYS TYPE TRUE AND FALSE IN LOWERCASE! ALWAYS! ALWAYS! ALWAYS! All trues and falses are these: Anchored, CanCollide, Locked, Archivable, ControllerFlagShown

 

Lesson 6: onTouch Scripts

Yes, yes, yes. Time for onTouch Scripts! These are the most common scripts in ROBLOX, but unfortunately, the hardest to learn. These are the 3 lines you are going to use THE MOST in ontouched scripts:

 

function onTouched(part)

 

end

and

script.Parent.Touched:connect(onTouched)

The Function

What the heck? What’s a function? Well I’ll tell you. The Function is what makes the script run. In this case, it is a touch.  

Your first script

Lets create a wall that when you touch it, it becomes invisible and you can walk through it. Lets start by defining the wall with wall = script.Parent. You can use different things but script.Parent is the easiest for one object being defined. So after that we add the function. Since it is a wall, we use the hit function. Here it is so far:

 

wall = script.Parent

function onTouched(hit)

 

   NOTE! Spacing and capitalization of are utmost importance!!! Now, lets use what we learned before so that we can change the CanCollide to off and transparency to 0.5. You probably already know this. But, there’s a catch. You must press TAB before each line in onTouch scripts. Don’t ask me why, I didn’t invent Lua. So here is what it looks like so far:

 

wall = script.Parent

function onTouched(hit)

            wall.Transparency = 0.5

            wall.CanCollide = false

 

Good! Time to add the wait function, so the wall will become solid again, and make it so the wall’s transparency = 0. Now we put it alllll together!!

 

wall = script.Parent

function onTouched(hit)

            wall.Transparency = 0.5

            wall.CanCollide = false

        wait(3)

            wall.Transparency = 0

            wall.CanCollide = true

 

Kristomaster’s edit: Hey it’s just kris here that have changed the part after the wait(3) to wall instead of door, because naming it door will make it not work, just nice to help! =D 

 

ALMOST DONE! You never had to add an end or a touch part to a script did you? That’s because they weren’t onTouch scripts. There MUST be an empty line between the end and the touch, otherwise your script won’t work. Now we do it alll together for the grand finale!

 

wall = script.Parent

function onTouched(hit)

            wall.Transparency = 0.5

            wall.CanCollide = false

        wait(3)

            wall.Transparency = 0

            wall.CanCollide = true

end

 

script.Parent.Touched:connect(onTouched)

 

 

There is your first touching script! You can’t do it in my script builder, you have to test it at your place. Just put this script inside a wall in your place and it will work! Ta-daaaaaa!!!

 

 

EDIT: BY MYSELF. To use in my script builder/anaminus’, do this:

 

local s = Instance.new(”Script”)

s.Parent = game.Workspace.Base

s.Source = [[

wall = script.Parent

function onTouched(hit)

            wall.Transparency = 0.5

            wall.CanCollide = false

        wait(3)

            wall.Transparency = 0

            wall.CanCollide = true

end

 

script.Parent.Touched:connect(onTouched)

 

 

 

 

]]

 

Lesson 7: findFirstChild(”Humanoid”)

What is findfirstChild(”Humanoid”)? Huh? What the heck…? This is all going to make sense soon. Ever seen a block that heals you when you touch it? How about a trampoline? These all use findFirstChild(”Humanoid”) I finally figured out how to do these. Now, we can talk about Trampolines in the next lesson about Vector3. (all explained later) a findfirstchild(”Humanoid”) is what targets everyone.

 

The new functions

Now, lets begin. We want to make a script that makes you get healed 100 percent when you touch it. Ok! Lets begin with the simple on touched function that everyone knows!

 

function onTouched(part)

 

Now this is where we add the 2 lines that make the script target everyone. Since this is a function, we will need to press the “tab” button, to make it so the script will run properly. These 2 lines are a new function that we will learn.

 

local h = part.Parent:findFirstChild(”Humanoid”)

if h~=nil then

 

Meet The Locals

Kind of cheesy, huh? Yeah…well, a “local” is saying what a new letter, blah blah blah will be. You see local the most in Instance.new scripts. The sentence local h can be changed to anything like local shabalabadingdong. All you would have to do is change the if h~=nil to if shabalabadingdong~=nil then.

 

The Thens and the Nows

In the scripts, the line if h~=nil then translates to if h (meaning the humanoid, you) is in existence, (which you aren’t because you touched it) then do this: That is just a little explanation of how that works.

 

Okey dokey! Now let’s start the script:

 

The Script

Take the function lines and add them in a script like this:

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

 

Good! Now it is time to add the +100 health. The +100 health looks like this: h.Health = h.Health +100. We use “h” because “h” is everyone that touches the block. Since this is part of the new function, we need to press “Tab” AGAIN!

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

                        h.Health = h.Health +100

 

Now this is kind of confusing. We need 2 ends! 2?? Yes, because we have two functions. Now the script looks like this: (Don’t forget the ending connection!)

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

                        h.Health = h.Health +100

            end

end

 

script.Parent.Touched:connect(onTouched)

 

Kristomaster says: If you guys wanna make the block deadly instead of healing, just change the +100 to  -100 =D

 

Lesson 8: Vector3

YES! The sort of long awaited Vector3! Vector3 = 3 Vectors. The 3 Vectors are X,Y,Z. Vector3 includes: Position, Velocity, RotVelocity, and Size. Lets have some fun with Vector3! Let’s make a trampoline!

 

Starting off your first Vector3 Script!:

To start, we need our onTouched function so that the trampoline will activate when touched. We can’t make it hit, because hit is used for walls/doors/etc. So our function line is this:

 

function onTouched(part)

 

Now, lets make the Trampoline so that it affects everyone it touches. Now our script is this:

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

 

Where Vector3 Comes in

Good. This is where Vector3 comes in. In order to make your character fly up, we need to change the Y Vector. Also, the way to make your character fly up is Torso.Velocity. Torso velocity would look like this with our script:

 

h.Parent.Torso.Velocity

 

Now with the Vector3 your torso velocity looks like this: (the (0,0,0) will be edited later)

 

h.Torso.Velocity = Vector3.new(0,0,0)   

 

Time to put that in! A good sized trampoline is 250-350 in the Y coordinate, so lets make it 300. Don’t forget the end connection! ~Ding

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

                        h.Parent.Torso.Velocity = Vector3.new(0,300,0)

 

Time to add our end functions. Very easy part! YAY!

 

function onTouched(part)

            local h = part.Parent:findFirstChild(”Humanoid”)

            if h~=nil then

                        h.Torso.Velocity = Vector3.new(0,300,0)

            end

end

 

script.Parent.Touched:connect(onTouched)

 

CONGRATZ! YOU MADE YOUR FIRST WORKING VECTOR3 SCRIPT! Put this in any old block, and when you touch it, BOING! Goes your character!

 

Lesson 9: Instance.new

Whee! Time for Instance.new. To explain Instance.new, it is just creating something new. Like the black words across the bottom of the screen. That is called a “Hint”. You can make almost anything with Instance.new. Bricks are called “Part”, “Hint” is the black words across the screen, you can even make explosions! You can make anything that you can put in the Insert>Object box…

 

The Script

Here is a basic message script:

 

local message = Instance.new(”Message”)

message.Parent = game.Workspace

message.Text = “Blah blah blah”

wait(7)

message:Remove()

end

 

Explaining it bit for bit

Lets begin by breaking the script down into little tiny bitty pieces that can be explained.

 

local message, local message? Well, that just means, that something called message is going to be whatever is after the = sign. Kind of confusing? Well, if you put it with this:

 

= Instance.new(”Message”)

 

It means, that something called message will be created into a new message. Make sense now?

 

message.Parent = game.Workspace the message’s parent can be anything, but it helps if you just make it game.Workspace. The text, does that REALLY need explaining? Um…NO! The text is what is going to be inside the message.

 

wait(7) We have done enough with wait() to know what it means. All it means is wait(7) before something happens. What will happen is the message gets removed. If you want this message to repeat, do this:

 

while true do directly after the while true do, which means repeat, put a wait() whatever to say how long you want it to wait before repeating. So if you want it to repeat every 5 minutes, your new script is this:

 

local message = Instance.new(”Message”)

while true do

wait(300)

message.Parent = game.Workspace

message.Text = “Blah blah blah”

wait(7)

message:Remove()

end

 

CFrame (Finally Here!!!)

What the heck Is CFrame?? It is a Coordinate Frame, kind of like Vector3. This is explaining what CFrame is all about.

 

What the heck IS IT??

CFrame is like Vector3, but it moves anything welded to the block along with it, besides just plain moving one object. YAY!

 

How do I use it?

If you want to teleport yourself, but you don’t want to die, use this:

 

game.Workspace.yourname.Torso.CFrame = CFrame.new(0,0,0)

 

I always use 0,0,0 in scripts because you just need to put your own coordinates in there. If you want to give your torso a different frame, use CFrame! Why the torso? It is the main component of your ROBLOXIAN’S body. So, here is THAT script:

 

game.Workspace.yourname.CFrame = CFrame.new(0,0,0)        ~~Ding says:YAY!

 

lookVector

Want to run FAST??? Now you can! With the lookVector function, it finds which way you are looking, and then it makes you run faster that way! Here is an example:

 

while true do — We want this because we always want you to run fast

wait(0.1) –We don’t want to wait to run fast, right?

game.Workspace.yourname.CFrame.lookVector * 60

 

Yah!! OH yeah! Now you can run super fast! I tried lookVector * 600 once in script builder…not a good choice. BOOM! Off the edge before you could say “Hi”. I’m not kidding!

 

Make your own functions

Now, many people think that you are stuck with these functions:

function onTouched(part) or (hit), function onPlayerEntered(newPlayer), blah blah blah. You know what I mean? Well, that is not true! Look at this perfectly working script: It works perfectly, and do you know why? I’ll tell you why!

 

function onOMGTheDoorHasBeenTouchedEveryoneScramble(hoobla)

            hoobla.Parent.Torso.Transparency = 1

            script.Parent.Transparency = 1

            wait(5)

            script.Parent.Transparency = 0

            hoobla.Parent.Torso.Transparency = 0

end

 

script.Parent.Touched:connect(onOMGTheDoorHasBeenTouchedEveryoneScramble)

 

HOW THE HECK DOES THAT WORK?!?!?

Heh, heh…You see, it has NOTHING to do with the function. It is ALL ABOUT THE CONNECTION! You see, when you put this in a script:

 

script.Parent.Touched:connect(putfunctionNameHere)

 

you are essentially saying that when the script.Parent is touched, then the script happens. You put the :connect(putfunctionhere) to say what you are connecting the script to. Which is saying the function inside the parantheses. You can use your own functions for ANYTHING! This script can be turned into this:

 

function onPlayerEntered(newPlayer)

newPlayer.Torso.Transparency = 1

end

 

game.Players.ChildAdded:connect(onPlayerEntered)

 

THAT, can be turned into this:

 

function onSomeoneJoinedThisGameCelebrate(woohoo)

wait(5) –give player some time to exist

woohoo.Character.Torso.Transparency = 1

end

 

game.Players.ChildAdded:connect(onSomeoneJoinedThisGameCelebrate)

 

GetChildren()

What…The…Heck? Why do I have an entire section devoted to GetChildren? Because, getChildren is VERY VERY VERY helpful! Have you ever wanted to change all of your character’s colors in a script but it was too long? How about an entire model’s CanCollide? You have lots of bricks so it is a P.A.I.N! Well, I’m here to solve that problem for you!

 

Starting Off

To start, you need something you want to happen. Let’s set an entire model’s brick’s CanCollides to false! Lets begin!

 

First off, we need a function for the beginning. (if you have a while true do or an onTouched, skip this part) Lets do this:

 

function blah()

 

It does not need a property (thing inside the parantheses) because it is not a real function. You need one to start your script. So, here you go! Lets make it wait a minute before doing it.

 

wait(60)

 

Good! Now comes the GetChildren() part. Replace MODELNAME with your model name.

 

p = game.Workspace.MODELNAME:GetChildren()

 

You can use anything for “p” even shabalabadingdong! I use p, I don’t know why. It saves typing, that’s true. Now, we want it to effect the model, so here:

 

for i=1,#p do

 

that is targeting the “p” and then it means that the “i” means 1 part. So now, we only want the Brick cancollide off, not everything else. Now we sort them into bricks. A brick’s className is “Part”. Now, with the new thing, our script looks like this:

 

function blah()

            wait(60)

            p = game.Workspace.MODELNAME:GetChildren()

            for i=1,#p do

                        if p[i].className == “Part” then

 

Good so far! Then, we want the CanCollide off, so we do this:

 

p[i].CanCollide = false

 

now, when it is all together, it looks like this!

 

function blah()

            wait(60)

            p = game.Workspace.MODELNAME:GetChildren()

            for i=1,#p do

                        if p[i].className == “Part” then

                                    p[i].CanCollide = false

                        end

            end

end

 

STRINGS!!!!!!!!!!!!!!!!!!

 

Yes! The time has come for me to finally get off my lazy butt and write something semi-advanced for scripting for all of you that are like “Ugh! I wanna learn more but Dingdong272 is so lay-z he won’t add more!” Well, I am now! So, we’re going to learn all about strings! No strings attatched! Well, in this first lesson, there are.

 

 

Strings in a message

 

Have you ever been to an obstacle course, and when you win, it says this:

“YOUR NAME HERE HAS WON THE COURSE!”

Ever wonder how they do that? Well, I’ll tell you how! The trick is Mr. Dot times 2. The 2 dots string your name into the message! Cool, right?!? I know! This is how they do it:

 

function onTouched(part)

local h = part.Parent:findFirstChild(”Humanoid”)

if h ~= nil then

local m = Instance.new(”Message”)

m.Text = h.Parent.Name.. ” Has Won the Game!!!” –This line will be explained later

wait(3)

m.Parent = nil

end

end

 

script.Parent.Touched:connect(onTouched)

 

You’ll notice 2 new things in there.

1. The string attatching. Notice how there are two dots, space, “, space again (so the words don’t string togethere) and then the rest of the message and another “.

That’s the basic string format. Now, you can use multiple of them in one message, just so long as you remember these rules:

 

1.When the attatchment is coming BEFORE the message, the 2 dots come AFTER the attatchment. Like this:

h.Parent.Name.. ” Message”

2. When the attatchment is coming AFTER the message, the 2 dots come BEOFORE the attatchment, like so:

“Message ” ..h.Parent.Name

3.When the attatchment is in the MIDDLE, the 2 dots come before AND after the attatchment. Like so:

“Message ” ..h.Parent.Name.. ” Message”

 

Those are the rules. Now, you will notice the other thing, too. It is m.Parent = nil. Why does that work? Wouldn’t it remove the parent? No! Why not? Because, what you are doing is setting the messages parent to nothing, meaning it has nowhere to go. This is very useful, because you can do this:

 

local m = Instance.new(”Message”)

m.Text = “hahahahahah!”

m.Parent = game.Workspace

wait(3)

m.Parent = nil

–something else here

wait(1)

m.Parent = game.Workspace

m.Text = “hahahahha!”

wait(3)

m:Remove()

 

see? Told you it was useful!

Now, more on strings will be coming later, such as string.lower and string.upper, as long as string.match and string.find.

 

- EDIT: Flamerider64 at April 2nd around 7:30pm GMT -

 

Yo! We’ve heard of this fancy new ClickDetector thingymabob that roblox added quite recently, but no newbie to scripting would know how it worked, but assuming you read all the way down here, you might be able to take a crack at it.

 

But first, let’s take a look at the actuall object itself and it’s properties.

Hmmm, looks like a normal object except for the MaxActivationDistance, this obviosuly speaks for itself. Adjust it to you’re liking, it could even be 100000 if you wanted. But how on earth does the darn thing do stuff when clicked? Well… let’s examine the lamp script:

————————————————————–

local isOn = true
function on()
 isOn = true
 script.Parent.Bulb.Transparency = .5
 script.Parent.Bulb.BrickColor = BrickColor.new(9)
 script.Parent.Bulb.Sparkles.Enabled = true
 script.Parent.Stand.BrickColor = BrickColor.new(24)
end
function off()
 isOn = false
 script.Parent.Bulb.Transparency = 0
 script.Parent.Bulb.BrickColor = BrickColor.new(104)
 script.Parent.Bulb.Sparkles.Enabled = false
 script.Parent.Stand.BrickColor = BrickColor.new(21)
end
function onClicked() [!]
 
 if isOn == true then off() else on() end
end
script.Parent.Stand.ClickDetector.MouseClick:connect(onClicked) [!]
on() [!]

 

as much as all the red colours obstruct your view, think about how you could use this to do anything you wanted with ClickDetector. Ofcourse, take another good look, I’ve put beside the base lines needed for a ClickDetector script a [!] symbol.

Yup, just those three, I may have to go back and check, anyone can edit this just so you know. But here’s what it is in a normal script on it’s own…

 

function onClicked()
  ’your function here’

end

script.Parent.ClickDetector.MouseClick:connect(onClicked)

on()

The ‘your function here’ line can be replaced by any scrip function of your choice, doing stuff that involves the person that clicked it may be a bit harder, but we’ll work off that. and thats it folks ask me if u want to learn more on scripting!

moding guide for toribash

here is a moding guide for toribash!!!

Ok.
K.
Where to start?
D:<
Maybe I shouldn’t write my thoughts as they come to my mind.
Eh?
Seems that way….. ok I’m doing it again. I’ll stop now…


Ok, I asked on IRC, where I should start. I got these responses.

Mr-Deanster: at the beginning

Ishi: tell them not to make lame mods or I will ban them
Ishi: make sure to put that in

Ok I will start the tut now... :D



Here are all the body parts… (not the joints)
The joints are labelled the same as in toribash, with an r meaning right, and l meaning left.


Jam0864's complete modding tutorial...

First step, open trusty old notepad. (if you are on mac or something, just find a plain text editor)

Mods are just plain text. you can open any mod from the mod folder and experiment with it.

To start off, lets make a mod! :D



As you can see in my ub3r paint picture, X axis is the direction from one hand to the other,
Y axis is up and down, and Z axis is toward and away from uke.

So for a sword mod, you would mod the hands to be longer and instagib.

here is the code for default hands.

body r_hand
shape box
sides 0.22 0.22 0.22
alt_sides 0.3 0.11 0.16
pos -0.35 0.85 2.3
rot 0 0 0
force 0 0 0
color 1 1 1
material flesh
flag 32

of course, you don't need all that if you don't want to, anything you leave out is automatically set as default.

copy paste the above code into notepad plz! :D
first, we will edit the size of the hands to make them look like swords.
inside the right hand code it says;
sides 0.22 0.22 0.22

that basicly means that the hand is 0.22 units in each direction, in size. this make it a perfect cube.

we want to mod that into a sword, so we will have to make it bigger on the y axis, (up and down) and thin in the x axis,
to make it look like a blade.

the first number is always the x axis, second is always z axis and third is always the y axis.

so if I wanted to make the hand bigger in height, i would change
sides 0.22 0.22 0.22

to maybe
sides 0.22 0.22 1

modding is part guess and check, you can't possibly know exactly how big it should be, you have to adjust it,
check it, adjust it, check it, until you like what you see.

so do that, change sides 0.22 0.22 0.22 to sides 0.22 0.22 1

then click file>save, and go to the toribash mod directory. (local disc/program files/toribash/data/mod/)
don't click save yet.

change Text Documents (*.txt) to All Files, and write modtut.tbm as the name (.tbm is the extension, without it toribash doesn't recognise it as a mod.)
then you can save it.

open toribash, click single player and type /lm modtut.tbm and press enter.

you can now see your mod! and it looks like crap, amirite?

the sword is not tall enough, so go back and change 1 to maybe 1.5. now that you have already saved it once,
you should be able to just hit ctrl+s and it will save with the correct extension and name automatically.

in toribash, type /lm default and press enter, then type /lm sword.tbm and press enter again.
you always have to load a mod other that your own, then load your mod again to see the changes.

now it will be a tad bigger, looks tall enough now, to me. If you want to make it a little taller or shorter, then do that now.

Now we realize it just looks like a big block. :D

we have to make it much thinner.
change
sides 0.22 0.22 1.5,
to about
sides 0.005 0.15 1.5

the x axis is now 0.005, resembling the thin blade edge, and the thickness of the side of the blade is a bit smaller too. (make sure to re-save your mod, and reload it)

looks about right as far as size goes. now we have to fix up the position, who holds a sword in the middle of the blade?

find the line containing,
pos -0.35 0.85 2.3
that is the position of the hand. again, x axis, z axis then y axis.

so we want it higher so you can see the player holding the bottom of the sword, which makes more sense, sorta like a handle.
try changing,
pos -0.35 0.85 2.3,
to
pos -0.35 0.85 3
resave, reload.
ok a little too high, go back and change it to 2.9

ok this now looks good, but there is a gap from the wrist to the sword along the x axis.
try changing -0.35 to 0.2

there ya go! now it looks like he is holding the sword!


so... what else can you add to it?

well lets make it instagib! :D

instagib is done using the flag command

list of flags;

1 = normal
2 = when hit, opponent doesn't gain any points
6 = instagib and antiinstagib (other instagib things won't affect it)
8 = static (environment objects only!)
12 = instagib
16 = ungrabbable
32 = un-disqualifiable (defaults on hands and feet)

If you add two flag numbers togethor you get both results, and yes, you can add 3 or more togethor as well.

example: flag 48, ungrabbable and un-disqualifiable. (16+32=48)

so, we want flag 6 by the look of it. (6 = instagib and antiinstagib)

so under right hand, change flag 32 to flag 38. (then it will be instagib and undisqualifiable)
save the mod, reload it, and try hitting uke... woot instagib! :D


swords are made of metal, not flesh right? change material flesh to material steel.
no visual difference, makes a tad heavier and make different noises on impact.

so far you should have...

body r_hand
shape box
sides 0.005 0.15 1.5
alt_sides 0.3 0.11 0.16
pos -0.2 0.85 2.9
rot 0 0 0
force 0 0 0
color 1 1 1
material flesh
flag 38



well the grabby hand is practically useless, lets make a customization...

let's make the grabby hand the same as sword just smaller

sides 0.005 0.15 1.5
so make
alt_sides 0.004 0.14 1.4
or something like that, not really a big deal tbh.

let's add some rotation so the sword doesn't look so monotomous, it just sits there, perfectly vertical.

rot is rotation, it works the same as pos and sides, x axis, z axis, then y axis.
it is measure in degrees.

so we want the sword to tilt slightly backward and to the side.

try changing rot to -10 20 0

hmm, seems we accidentally tilted it forward instead of back...

see, this is why modding is guess and check, you could work it out with maths, but most of the time its easier (and less boring) to just
try it and change it if it's not right.

so try rot 10 20 0

of course, if you don't like that, by all means change it to your liking, if you don't understand fully, experiment.



colour... i made mine bright yellow!

colour is done in rgb, so where it says color 1 1 1, that means white.
rgb = red green blue
1 = 100% of that colour.
so 1 1 1 is full red, full green and full blue. which makes white.
if you change them all to 0 it makes black.
you can easily make red by going 1 0 0, green by going 0 1 0, and blue by going 0 0 1.

you can use decimal places, for example 0 0 0.5 is a darker blue than 0 0 1.

it only gets tough when you want to mix colours... experiment and try things, or what i do, open paint.
click colours>edit colours> define custom colours> grab the colour you want, and check the amounts of red green and blue.

grab yourself a calculator and divide all 3 by 255, and put that into your colour.

for example i chose bright yellow. in paint it says 255 255 0.
divide all 3 by 255...
1 1 0, thats my colour in the mod.

so color 1 1 0 is a bright yellow. try it yourself, with the colour you want.

what we have so far:

(colour will vary depending on what you chose)

Ok now lets make some cylinder boots

you will need the default feet code. but this time you need it for the left AND right feet.

body l_foot
shape box
sides 0.2 0.5 0.08
pos 1.2 0.9 0.1
rot 0 0 0
force 0 0 0
color 1 1 1
material flesh
flag 32

and...

body r_foot
shape box
sides 0.2 0.5 0.08
pos 0.8 0.9 0.1
rot 0 0 0
force 0 0 0
color 1 1 1
material flesh
flag 32

do you know which foot is the right, and which is the left? if not, take another look, it's painfully obvious and I explained it earlier.

so we needa make them cylinder to start off.

change shape box to shape cylinder (the 3 primitives allowed are box, cylinder and sphere)
save it, reload it and see what you think of it. (you will have to do that for both feet)


ok... they start in the ground and the cylinder's are facing the wrong way. there is two ways to make the cylinder go at the right angle.


before reading the answer, try and figure it out yourself.

You could use rotation or change the size. <-- highlight me

ok, i think with what I have taught you, you can do this yourself... I will paste here what I did, incase you get stuck, but please,
take some initiative and have a shot yourself, if you just follow exactly as I say and don't figure out anything for yourself, you won't learn.

body l_foot
shape cylinder
sides 0.2 1 0.08
pos 1.2 0.9 0.1
rot 90 0 0
force 0 0 0
color 1 1 1
material flesh
flag 32

body r_foot
shape cylinder
sides 0.2 1 0.08
pos 0.8 0.9 0.1
rot 90 0 0
force 0 0 0
color 1 1 1
material flesh
flag 32

^highlight me^

let's make the boots a dark grey/black colour, they look funny white.

so try and figure out the colour yourself, i have the answer below in case you really just don't get it.

color 0 0 0

ok... now it should look like this...


now lets make them joust!!! :D

jousting is done by using force. if you open jousting.tbm you can see they have force on some places, and that the person who made it
disagrees with organised code.

ours is going to be a little different, that one makes it so legs go first, this one we want to balance, on top of our feet things.

we won't need to add force to every body part, about 5-10 parts is enough.

body stomach
force 0 20 0
body breast
force 0 20 0
body chest
force 0 20 0
body groin
force 0 20 0
body r_pecs
force 0 20 0
body l_pecs
force 0 20 0
body r_thigh
force 0 20 0
body l_thigh
force 0 20 0
body l_leg
force 0 20 0
body r_leg
force 0 20 0

that should do the job, just paste that into your mod, you can muck around with the forces later.
(the code adds 20 force toward uke (or for uke, toward tori) to the stomach, breast, chest, groin, both pecs, both thighs, and both legs)

now, he rolls over because:
1. there is too much friction.
2. he starts inside the ground.

so to prevent 1, add the line
friction 0
to your mod.

to prevent 2, add
gamerule
engageheight 20
this will force set the engage height at 20cm, so you start just on the ground.

hmm... still doesn't work? I just realized this now, the feet are big, and obviously very heavy. so they will need more force than everything else,
or else they will "stick" to the floor.

scroll up to where you changed the feet to cylinders and add force.
make sure whatever force you add to the left foot you also add to the right foot.

I've found 120 works well... but now we find that the tori's spin to the left, because the left hand is heavier than the sword.
we can fix this two ways... make the sword heavier, (by makng the blade a bit thicker,) or by adding more force on the left side to compensate.

I chose to add extra force to the left side...

body stomach
force 0 20 0
body breast
force 0 20 0
body chest
force 0 20 0
body groin
force 0 20 0
body r_pecs
force 0 20 0
body l_pecs
force 0 35 0
body r_thigh
force 0 20 0
body l_thigh
force 0 35 0
body l_leg
force 0 35 0
body r_leg
force 0 20 0

that works well...



ok... if you have done all this tutorial in one shot, without taking a break, your probably sicka modding right now.
luckily for you, there is still quite a bit to go. :D

now... what else to do. make the right wrist axis different so the sword is more operable.

joint r_wrist
radius 0.11
pos -0.2 0.9 2.3
axis 0 0 1
rot 0 0 0
range 2.0 -0.3
strength 2.0
velocity 60.0

^default wrist code^

paste that into your mod. now we needa change the axis. so change;
axis 0 0 1
to...
axis 0 1 0

and change range to:
range 1 -2.5

axis is what direction it moves in, and range is how far in each direction. the first number is how far when extending and the second is contracting.

see how easy it is the operate the sword now! :D

now... lets make the left wrist a drill. (i'm trying to cover as much stuff as i can in the tut :D)

joint l_wrist
radius 0.11
pos 2.2 0.9 2.3
axis 0 0 1
rot 0 0 0
range 2.0 -0.3
strength 2.0
velocity 60.0

^Default left wrist^
paste that into your mod...

now we want it to spin 360 degrees, so range will have to be big.
range 5 -5 works fine.

now we needa change the axis so it spins the right direction.
axis 1 0 0 makes it spin like a drill, for this particular joint.

but it spins too slow!!!

velocity is how fast it spins, double it, and also change strength to 100. strength is like if you grab uke,
will the wrist stop spinning, or will it have sufficient strength to spin him around. in this case the wrist will break coz most ppl dont have the dm high enough.

anyway... what else can we do...

oh right, I haven't done anything on environment...

let's make a ramp, so you collide mid-air.

here's an example of object code.

env_obj 1
shape box
pos 1 -0.125 0.73
color 0 0 0
rot 0 0 0
sides 1 1 1.48
material steel
mass 0.1
flag 24

shape box, is obvious, the shape is a box.
pos is position like all the other stuff.
color is colour, simple, same as before.
rot is rotation, same as before...
sides is size, same as before...
material, flesh or steel, same as before...
heres a new one, mass... its how heavy it is.
flag is the same as before, except there is one flag you can use for environment that you can't use for body. flag 8, makes it static.

ok. Now if we wanna make a ramp we would make a thin object, slightly rotated so its ramp like. it would also be static.
so make sides set as
sides 2 2 0.1

then you have a ramp like thing... sort of. keep in mind there will be two ramp pieces in a row so it's more flowing and isnt one big bump, which would slow you down a lot.

we need to add rotation. so change rot to rot 0 10 0

we want four objects, two for each side, so make this one a little to tori's side, we will make uke's after this.
pos 1 -0.125 0.73,
change to:
wait a minute, imma let you figure this out yourself, have a shot, I have left my answer here (not necessarily best, but does work)
you should be able to get the point and get the position right by now, after all this.

pos 1 4 0.12 is what i got <-- highlight me

we have made it slightly to tori's side and also slightly in the ground, so the bump isn't as significant to the player.

now for the next piece. copy env_obj 1, and paste it below. change env_obj 1 to env_obj 2, change rot to 0 20 0,
and then try and position it yourself.

my position, just in case you wanna check yours -->pos 1 2.2 0.6

now you might wanna change the colour, I made mine brown to look like a wooden ramp... sorta. :3

ok tori's side is done! pretty cool eh!



ok now for uke's side, this will be incredibly easy... :D
just put a - in front of some things... like rotation, and the bit in position which makes it go towards tori.
(also don't forget to make every object a unique number or else they will overide each other.)

for example...
pos 1 4 0.12
goes to..
pos 1 -4 0.12
and
rot 10 0 0
goes to..
rot -10 0 0

do that for all the things, if you don't know what your doing, guess and check, guess and check again, until you get it.
or look at my answer below... you have to highlight it btw. :p

env_obj 1
shape box
pos 1 4 0.12
color 0.3 0.1 0.05
rot 10 0 0
sides 2 2 0.1
material steel
mass 0.1
flag 24

env_obj 2
shape box
pos 1 2.2 0.6
color 0.3 0.1 0.05
rot 20 0 0
sides 2 2 0.1
material steel
mass 0.1
flag 24

env_obj 3
shape box
pos 1 -4 0.12
color 0.3 0.1 0.05
rot -10 0 0
sides 2 2 0.1
material steel
mass 0.1
flag 24

env_obj 4
shape box
pos 1 -2.2 0.6
color 0.3 0.1 0.05
rot -20 0 0
sides 2 2 0.1
material steel
mass 0.1
flag 24


flag 24 means that it's ungrabbable and static, you can change that if you wish...

now work out some good rules for the mod and add them to the gamerule thing, like distance and dismemberment threshold for example.

OKAY! you have finally finished! here's a screenshot of what your finished mod should look like, approximately.


Ok, but to get into the world of modding you will need some stuff...  and that is my moding guide whoa thats long all well.......

battle guide

1) Use combos in battle. Say if you fire a rocket but the person it was aimed at ran away, use a wall to trip them up, then knock them off their feet with a super ball, then finish them off with a sword, slingshot, or rocket.

2) Try different battle styles. This will help you become a more fierce fighter. Say if you are a close-range fighter, and you happen to be at a duel with someone at a place where no close range fighting areas are available, you'll be your own arch enemy. So if your close range, try some sniping, dog fighting, and other fighting styles so you can be prepared for any battle terrain.

3) This ties in with 2. Try using more weapons. Say your a sword fanatic, others may easily KO you with a far range rocket while your only skilled with a close ranged rocket. Perhaps put figures in your place as targets, or ask someone at your own ability to "train" you. Use all the classic weapons, learn how to use them, strategies for them, and soon you'll be an expert Bloxxer.

4) Sneak up. Say your at Crossroads in a fierce 3-on-3 battle. The other team don't come up to armed rivals. So, you'll need some tricks up your sleeve. One of them is the smile-wave-shoot-and-run attack. Basically, walk up to their base with nothing equipped. Then at the last second, pull out a weapon and slaughter all! Then run for dear life or rapidly do this until your KOd.

5) The night belongs to the experts. You see, newbs are mostly youngsters who have to go to bed early. So as the day wears on you'll see fiercer Bloxxers because most expert bloxxers are more of the 9+ age. So don't go out in the Brick Battle zone at night unless you think you have to ability to take on the fierce. I seriously wouldn't be a night hawk until you have your warrior badge.

6) It takes much too long to use the arrow keys or moving the mouse all the way to the other side of the screen. When you're in the middle of a sword fight and some sword expert is chasing you, don't try to surprise them by slowly turning around with the arrow keys. Hold down the button on the right hand side of the mouse, and give the mouse a nice good flick to the side. Surprise attack the guy chasing you with your sword.

7) Don't use the rocket all the time; you're causing yourself a problem.
Say you are surrounded by a group of people with Rocket Launches, don't pull out your own, use either the super ball or the wall tool.
The super ball can detonate missiles, and the wall, if placed cunningly, can cause the explosion of the rocket to kill them!

8) When being chased by a person with a sword, use a slingshot to sap their health and/or scare them away.

9) Try to use rockets at close range instead of long range, because the closer rockets are used, the less reaction time the enemy has, also the closer you are the more accurate your shots will be.

10) If you don't type very fast, don't type while your fighting. If you do you will get "Type killed". Even if you ARE a fast typer, don't type while there's someone
aiming right at you.

11) If some one is chasing you with a sword, wait until they are nearly on top of you, then pull out a rocket launcher and quickly fire behind you to give them a nice little surprise.

12) This one is a little risky. Equip a sword, and then enter first-person view, and keep turning while lunging with the sword.

(13) The bomb can be used for more than just destruction, If several people are chasing you down a corridor or trying to get into the room your in through a tight space, use the bomb at the end of the tunnel. Usually, by the time they get to the end, the bomb will detonate. (This has worked several times for me in the past, I'm amazed that they didn't even see the Bomb.)

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