From f4a062896ead5d0bfbe1dc5fe9e9f0ad377635c4 Mon Sep 17 00:00:00 2001 From: tdetp <82554322+tdkhl@users.noreply.github.com> Date: Wed, 13 May 2026 22:10:43 +0200 Subject: [PATCH 1/2] Update Trigger instantiation with Rotator --- docs/getting-started/tutorials-and-examples/prop-rain.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/getting-started/tutorials-and-examples/prop-rain.md b/docs/getting-started/tutorials-and-examples/prop-rain.md index 4ec5635f08f..6ce8a2b2de0 100644 --- a/docs/getting-started/tutorials-and-examples/prop-rain.md +++ b/docs/getting-started/tutorials-and-examples/prop-rain.md @@ -16,7 +16,7 @@ How to create a rain effect with Props (boxes) falling from sky once a Character ```lua title="Server/Index.lua" showLineNumbers -- Spawns a Trigger -my_trigger = Trigger(Vector(200, 200, 0), 200) +my_trigger = Trigger(Vector(200, 200, 0), Rotator(), 200) -- Defines my_timer globally to be used to store Timer my_timer = nil From ac132ff37640a7d189e141e7e22ae47079f31fc8 Mon Sep 17 00:00:00 2001 From: tdetp <82554322+tdkhl@users.noreply.github.com> Date: Wed, 13 May 2026 22:15:02 +0200 Subject: [PATCH 2/2] Fix type check for actor triggering in prop rain By the way I updated the repos with some fixes, but on the website the mistakes are still there. Should I do something more to update it or should I just wait ? (https://docs.nanos-world.com/docs/getting-started/tutorials-and-examples/doors) --- docs/getting-started/tutorials-and-examples/prop-rain.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/getting-started/tutorials-and-examples/prop-rain.md b/docs/getting-started/tutorials-and-examples/prop-rain.md index 6ce8a2b2de0..649473b137e 100644 --- a/docs/getting-started/tutorials-and-examples/prop-rain.md +++ b/docs/getting-started/tutorials-and-examples/prop-rain.md @@ -24,7 +24,7 @@ my_timer = nil -- Sets BeginOverlap event my_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering) -- Only activates if a Character enters it - if (actor_triggering:GetType() ~= "Character") then + if (actor_triggering:GetClass() ~= Character) then return end