
Text to Blocks WIP UNFINISHED
Universal Script ๐Uploaded byDescription
this is just for developers who wanna add this feature to their own scripts converts text that you put in the script to blocks (positions and stuff) that you can use to maybe build or insert whatever updating this description with how to use soon load the script with a loadstring local thing = loadstring(game:HttpGet("https://rawscripts.net/raw/Universal-Script-Text-to-Blocks-WIP-20736"))() then you can get positions of blocks (which you can later use to build them) local blocks = thing.getblocks("hello") there are some arguments you could put in there (optional, below this text) thing.getblocks(texthere,height (dont use), spacing (how spaced the spaces are, defaulted to 1), efficient (kinda hard to explain so i wont, defaulted to true)) so now that you got your blocks, you can either make a script to build your blocks or use the built in "display" feature now you still need to set up the trigger or function for building it but this just makes it easier and you have to put a lot of args in it local cframetoput = game.Players.LocalPlayer.Character:GetPivot() local dispid, _, cframetable = thing.displayblocks(blocks,cframetoput,3) yeah that looked short but if you really wanted to add a bunch of stuff to absolutely make sure it aligned with the building in the game, you could do this local dispid, _, cframetable = thing.displayblocks(blocks,cframetoput,blockscale (how big the blocks are in studs, defaulted to 3),roundrotation (snaps the rotation in 90 degrees, defaulted to true),blocksize (just blockscale but it sets the size of the block (not the same), defaulted to a vector3 of blockscale),distance (how far away the whole thing is from the cframe, defaulted to 4 blockscales), difference (offset of the whole thing, defaulted to vector3 zero),round (rounds all the positions of the blocks, defaulted to false),displaymaterial (what material the blocks are, defaulted to nothing)) after all that text, you finally did whatever text you wanted on the game (fd, however) if you want to delete the display, get whatever displayblocks returned you(first arg) and just put it into the deletedisplay function deletedisplay(dispid) and in the third arg of whatever the displayblocks function returned it was the cframe table that will help you make fd into fe so lets just say we got a remote that builds whatever called buildremote and we just do this its that easy (if the remote just builds whatever block on any position with no checks or waits in place) for i,v in pairs(cframetable) buildremote:FireServer(v) end yeah 3 lines of code anyways thats the end of this "document" If you want to support me, go through this linkvertise https://link-target.net/1262127/support-me
