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Blackhole v5.0 Prototype
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- --[[
- -- [Blackhole v5 Prototype Documentation] Nov. 30, 2024 --
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- PHYSICAL
- IMPORTANT: Note that the blackhole is a MeshPart, resize the blackhole by holding 「alt」 to preserve proportions!
- 「toggleMicroGravity」 (quickly disable gravity) can be turned off or on if you dont want to go into the game settings manually.
- Change blackhole properties like 「EventHorizon」 (pitch black effect), color, transparency, mass, custom physical properties and more to your liking.
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- GRAVITY
- Blackhole v5 Prototype runs on BodyForce-based gravity. Blackhole v4.0+ runs on Velocity-based gravity, v4 Betas are hybrid-based (force or velocity).
- 「gravitationalConstant」 is the base strength of the blackhole's overall gravity, which are manipulated by 「damping」 (suppresses violent simulation between 0 & 1),
- and 「rangeFactor」 (area in studs where objects are pulled in, anything outside that is not affected. gravity is amplified for bigger values).
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- ABSORPTION & PERFORMANCE
- Objects are absorbed if 「absorption」 is enabled, which will follow 「transparencySteps」 (fading effect between 1 & 0 invisibilities)
- in a span of 「dematerializeDuration」 (time to progress each transparency step) while 「partMaterialTransform」 (material absorbed objects turn into) and
- 「partColor」 (color absorbed objects turn into) lead the object into deletion, causing 「growth」 to make the blackhole bigger and stronger with
- 「sizeProportion」 (how fast the blackhole grows, bigger means slower growth) and 「rangeProportion」 (how fast rangeFactor grows, bigger means faster growth).
- 「killPlayers」 (kills absorbed players) can be turned on or off when simulating with a player.
- 「fixedPosition」 (anchor absorbed objects) can help with performance, along with 「collision」 (make objects pass through eachother while being absorbed), and
- 「updateInterval」 (value in seconds to update gravitational forces. lower values are accurate but slower, higher values are inaccurate but faster).
- If 「absorption」 is disabled, everything above within ABSORPTION is excluded EXCEPT 「killPlayers」.
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- ADVANCED
- If you know how to code, you can edit the script to your liking.
- Tips:
- In 「CheckAndApplyGravity(obj)」, you can change 「if not obj:IsDescendantOf(game.Workspace) or not obj:IsA("BasePart") then return end」 to exclude specific objects.
- 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.
- Tinkering with 「ApplyGravity(object)」 and 「onTouched(part)」 can throw simulation accuracy off, modify cautiously.
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