while game == nil do wait(1/30) end --------------- --PLUGIN SETUP- --------------- local loaded = false local on = false self = PluginManager():CreatePlugin() mouse = self:GetMouse() mouse.Button1Down:connect(function() onClicked(mouse) end) toolbar = self:CreateToolbar("Terrain") toolbarbutton = toolbar:CreateButton("Crater", "Crater", "craters.png") toolbarbutton.Click:connect(function() if on then Off() elseif loaded then On() end end) game:WaitForChild("Workspace") game.Workspace:WaitForChild("Terrain") -- Local function definitions local c = game.Workspace.Terrain local SetCell = c.SetCell local GetCell = c.GetCell local WorldToCellPreferSolid = c.WorldToCellPreferSolid local AutoWedge = c.AutowedgeCell ----------------- --DEFAULT VALUES- ----------------- local r = 20 local d = 20 local craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = nil ----------------------- --FUNCTION DEFINITIONS- ----------------------- --makes a crater at point (x, y, z) in cluster c --d is the depth factor, a percent of the depth of a perfect sphere function makeCrater(x, y, z, r, d) local heightmap = {} for i = x - (r + 1), x + (r + 1) do heightmap[i] = {} end for j = 0, r + 1 do local cellschanged = false for i = x - (r + 1), x + (r + 1) do for k = z - (r + 1), z + (r + 1) do distance = math.sqrt(math.pow(dist(x, z, i, k), 2) + math.pow(y - (y - j*(100/d)), 2)) if distance < r then SetCell(c, i, y + j, k, 0, 0, 0) SetCell(c, i, y - j, k, 0, 0, 0) cellschanged = true elseif heightmap[i] and heightmap[i][k] == nil then material, wedge, rotation = GetCell(c, i, y - j, k) if material.Value > 0 then heightmap[i][k] = y - j end end end end if cellschanged == false then break end wait(0) end for ri = 0, r do wait(0) i = x - ri for k = z - r, z + r do height = heightmap[i][k] if height == nil then height = -1 end for h = height, 0, -1 do if not AutoWedge(c, i, h, k) then break end end end i = x + ri for k = z - r, z + r do height = heightmap[i][k] if height == nil then height = -1 end for h = height, 0, -1 do if not AutoWedge(c, i, h, k) then break end end end end end function dist(x1, y1, x2, y2) return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2)) end local debounce = false function onClicked(mouse) if on and not debounce then debounce = true local cellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z)) local x = cellPos.x local y = cellPos.y local z = cellPos.z makeCrater(x, y, z, r, d) debounce = false game:GetService("ChangeHistoryService"):SetWaypoint("Crater") end end function On() if not c then return end if self then self:Activate(true) end if toolbarbutton then toolbarbutton:SetActive(true) end if craterDragBar then craterDragBar.Visible = true end on = true end function Off() if toolbarbutton then toolbarbutton:SetActive(false) end if craterDragBar then craterDragBar.Visible = false end on = false end ------ --GUI- ------ --load library for with sliders local RbxGui = LoadLibrary("RbxGui") --screengui g = Instance.new("ScreenGui", game:GetService("CoreGui")) g.Name = "CraterGui" craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = RbxGui.CreatePluginFrame("Crater",UDim2.new(0,141,0,100),UDim2.new(0,0,0,0),false,g) craterDragBar.Visible = false craterCloseEvent.Event:connect(function ( ) Off() end) craterHelpFrame.Size = UDim2.new(0,200,0,170) local helpText = Instance.new("TextLabel",craterHelpFrame) helpText.Font = Enum.Font.ArialBold helpText.FontSize = Enum.FontSize.Size12 helpText.TextColor3 = Color3.new(1,1,1) helpText.BackgroundTransparency = 1 helpText.TextWrap = true helpText.Size = UDim2.new(1,-10,1,-10) helpText.Position = UDim2.new(0,5,0,5) helpText.TextXAlignment = Enum.TextXAlignment.Left helpText.Text = [[Creates craters in existing terrain. Click on a point in terrain to make a crater. Radius: Half of the width of the crater to be created. Depth: A percentage value, representing a perfect spherical crater. 0% is no crater, 100% will make a crater the same depth as the radius. ]] --current radius display label radl = Instance.new("TextLabel", craterFrame) radl.Position = UDim2.new(0,0,0,10) radl.Size = UDim2.new(1, 0, 0, 14) radl.Text = "" radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4) radl.TextColor3 = Color3.new(0.95, 0.95, 0.95) radl.Font = Enum.Font.ArialBold radl.FontSize = Enum.FontSize.Size14 radl.BorderColor3 = Color3.new(0, 0, 0) radl.TextXAlignment = Enum.TextXAlignment.Left radl.BackgroundTransparency = 1 --radius slider radSliderGui, radSliderPosition = RbxGui.CreateSlider(128, 0, UDim2.new(0, 10, 0, 32)) radSliderGui.Parent = craterFrame radBar = radSliderGui:FindFirstChild("Bar") radBar.Size = UDim2.new(1,-20,0,5) radSliderPosition.Changed:connect(function() r = radSliderPosition.Value radl.Text = " Radius: "..r end) radSliderPosition.Value = r --current depth factor display label dfl = Instance.new("TextLabel", craterFrame) dfl.Position = UDim2.new(0, 0, 0, 50) dfl.Size = UDim2.new(1, 0, 0, 14) dfl.Text = "" dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4) dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95) dfl.Font = Enum.Font.ArialBold dfl.FontSize = Enum.FontSize.Size14 dfl.BorderColor3 = Color3.new(0, 0, 0) dfl.TextXAlignment = Enum.TextXAlignment.Left dfl.BackgroundTransparency = 1 --depth factor slider dfSliderGui, dfSliderPosition = RbxGui.CreateSlider(100, 0, UDim2.new(0, 10, 0, 72)) dfSliderGui.Parent = craterFrame dfBar = dfSliderGui:FindFirstChild("Bar") dfBar.Size = UDim2.new(1,-20,0,5) dfSliderPosition.Changed:connect(function() d = dfSliderPosition.Value dfl.Text = " Depth: "..d.."%" end) dfSliderPosition.Value = d self.Deactivation:connect(function() Off() end) -------------------------- --SUCCESSFUL LOAD MESSAGE- -------------------------- loaded = true