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| 03 Sep 2013 12:55 PM |
I previously had a similar issue but it was a little bit different. "magnalite" then told me this would be the fix: Workspace.Model.Torso.CFrame = CFrame.new(positionToGoto, positionToLookAt)
So I did that and this happened: http://www.youtube.com/watch?v=zFR2xSj8W7M
Instead of whats happening now, the creature should (on each teleport) be standing on the floor, his hands pointing towards you. Not like this.
Additional info: It's a welded model without a humanoid. |
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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| 03 Sep 2013 01:05 PM |
Workspace.Model.Torso.CFrame = CFrame.new(positionToGoto + Vector3.new(0,6,0), positionToLookAt)
Your teleporting him into the floor. |
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| 03 Sep 2013 01:19 PM |
local torsoPos = workspace.Player1.Torso.Position local torsoNew = torsoPos + Vector3.new(math.random(-10,10), 6 ,math.random(-10,10)) b.Torso.CFrame = CFrame.new(torsoNew, torsoPos)
technically the same as yours, this time, THIS happened: http://www.youtube.com/watch?v=FobGdOjXzRY
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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| 03 Sep 2013 01:22 PM |
Bleh lets just use roblox's collision detection to fix it real quick.
local torsoPos = workspace.Player1.Torso.Position local torsoNew = torsoPos + Vector3.new(math.random(-10,10), 0 ,math.random(-10,10)) b.Torso.Position = torsoNew b.Torso.CFrame = CFrame.new(b.Torso.Position, torsoPos)
If that starts breaking it then put b:MakeJoints() at the bottom. |
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| 03 Sep 2013 01:26 PM |
| It just dissapears from workspace, maybe falls to debris..? |
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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| 03 Sep 2013 01:27 PM |
| Did you try b:MakeJoints()? |
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| 03 Sep 2013 01:31 PM |
| I think I could just implement pathfinding and make the walkspeed really darn fast. |
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| 03 Sep 2013 01:31 PM |
| wait no i couldnt its not a humanoid... |
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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| 03 Sep 2013 01:34 PM |
Don't do that lol.
local torsoPos = workspace.Player1.Torso.Position local torsoNew = torsoPos + Vector3.new(math.random(-10,10), 6 ,math.random(-10,10)) b:MoveTo(torsoNew) b.Torso.CFrame = CFrame.new(torsoNew, Vector3.new(torsoPos.X, torsoNew.Y, torsoPos.Z))
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| 03 Sep 2013 01:44 PM |
this somewhat works but on occasion the npc wipes out and slips on the floor and is sideways on the floor from that moment, on every warp.
while wait(warp_interval) do for i,v in pairs(b:children()) do if v:isA("BasePart") then v.Anchored = false end end local torsoPos = workspace.Player1.Torso.Position local torsoNew = torsoPos + Vector3.new(math.random(-15,15), 6 ,math.random(-15,15)) b:MoveTo(torsoNew) b.Torso.CFrame = CFrame.new(torsoNew, Vector3.new(torsoPos.X, torsoNew.Y, torsoPos.Z)) b:MakeJoints() wait(.3) for i,v in pairs(b:children()) do if v:isA("BasePart") then v.Anchored = true end end end |
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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| 03 Sep 2013 01:48 PM |
Add a body gyro with the following properties.
D = 500 P = 3000 MaxTorque = 50000000, 0, 0
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| 03 Sep 2013 01:51 PM |
| in the model or a part of it? |
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magnalite
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| Joined: 18 Oct 2009 |
| Total Posts: 2467 |
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