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1m1m0
Nov 30th, 2024
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This is comment for paste Blackhole v5.0 Prototype
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  1. --[[
  2.  
  3. -- [Blackhole v5 Prototype Documentation] Nov. 30, 2024 --
  4.  
  5. --------
  6. PHYSICAL
  7.  
  8. IMPORTANT: Note that the blackhole is a MeshPart, resize the blackhole by holding 「alt」 to preserve proportions!
  9.  
  10. 「toggleMicroGravity」 (quickly disable gravity) can be turned off or on if you dont want to go into the game settings manually.
  11.  
  12. Change blackhole properties like 「EventHorizon」 (pitch black effect), color, transparency, mass, custom physical properties and more to your liking.
  13. --------
  14.  
  15. -------
  16. GRAVITY
  17.  
  18. Blackhole v5 Prototype runs on BodyForce-based gravity. Blackhole v4.0+ runs on Velocity-based gravity, v4 Betas are hybrid-based (force or velocity).
  19.  
  20. 「gravitationalConstant」 is the base strength of the blackhole's overall gravity, which are manipulated by 「damping」 (suppresses violent simulation between 0 & 1),
  21. and 「rangeFactor」 (area in studs where objects are pulled in, anything outside that is not affected. gravity is amplified for bigger values).
  22. -------
  23.  
  24. ------------------------
  25. ABSORPTION & PERFORMANCE
  26.  
  27. Objects are absorbed if 「absorption」 is enabled, which will follow 「transparencySteps」 (fading effect between 1 & 0 invisibilities)
  28. in a span of 「dematerializeDuration」 (time to progress each transparency step) while 「partMaterialTransform」 (material absorbed objects turn into) and
  29. 「partColor」 (color absorbed objects turn into) lead the object into deletion, causing 「growth」 to make the blackhole bigger and stronger with
  30. 「sizeProportion」 (how fast the blackhole grows, bigger means slower growth) and 「rangeProportion」 (how fast rangeFactor grows, bigger means faster growth).
  31.  
  32. 「killPlayers」 (kills absorbed players) can be turned on or off when simulating with a player.
  33.  
  34. 「fixedPosition」 (anchor absorbed objects) can help with performance, along with 「collision」 (make objects pass through eachother while being absorbed), and
  35. 「updateInterval」 (value in seconds to update gravitational forces. lower values are accurate but slower, higher values are inaccurate but faster).
  36.  
  37. If 「absorption」 is disabled, everything above within ABSORPTION is excluded EXCEPT 「killPlayers」.
  38. ------------------------
  39.  
  40. --------
  41. ADVANCED
  42.  
  43. If you know how to code, you can edit the script to your liking.
  44.  
  45. Tips:
  46. In 「CheckAndApplyGravity(obj)」, you can change 「if not obj:IsDescendantOf(game.Workspace) or not obj:IsA("BasePart") then return end」 to exclude specific objects.
  47.  
  48. Changing 「if obj == hole or obj.Parent:IsA("Player") then return end」 will cause glitches. however, you may change 「obj.Parent:IsA("Player")」 without issues.
  49.  
  50. Tinkering with 「ApplyGravity(object)」 and 「onTouched(part)」 can throw simulation accuracy off, modify cautiously.
  51. --------
  52.  
  53. ]]
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