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| 23 Sep 2013 07:17 PM |
| I'm working on a marble run, and I'm trying to make a pad that catches falling balls, without it bouncing. How would I do that? |
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Excellus
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| Joined: 17 Jun 2013 |
| Total Posts: 3939 |
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| 23 Sep 2013 07:18 PM |
Set ball to Anchored = true
Not that hard. |
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Olama5
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| Joined: 31 Jan 2010 |
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| 23 Sep 2013 07:18 PM |
Do you mean: The ball falls and it sticks to the ground? |
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| 23 Sep 2013 07:20 PM |
put this in the catcher
script.Parent.Touched:connect(function(hit) if hit.Name=="WhateverTheNameOfYourBallsAre" then hit.Anchored=true end end) |
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fathawks
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| Joined: 08 Jul 2012 |
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| 23 Sep 2013 07:43 PM |
| Yeah but unanchor it over a (0.01) wait or so... |
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DoctorEvo
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| Joined: 22 Apr 2008 |
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| 24 Sep 2013 07:03 AM |
| Or you could just set the pad's Elasticity to zero... |
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Zomebody
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| Joined: 01 Jun 2010 |
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| 24 Sep 2013 08:04 AM |
| ...and the ball's velocity to Vector3.new(0, 0, 0)? |
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| 24 Sep 2013 08:07 AM |
| Elasticity is what controls parts to bounce. Both parts Elasticity have to be > 0 in order for them bounce, assuming that they are unanchored. So setting velocity is uncessary. |
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DoctorEvo
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| Joined: 22 Apr 2008 |
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| 24 Sep 2013 11:19 AM |
Zomebody,
No, but why are we assuming that's what Demon was going for? When have you ever seen a marble run that does anything like that?
Dragon,
That's patently incorrect. And yes, the wiki is wrong as well. I believe ROBLOX uses a geometric mean to determine the coefficient of restitution from Elasticity settings. Setting merely one of them to zero DOES eliminate all bounce.
-DoctorEvo |
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DoctorEvo
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| Joined: 22 Apr 2008 |
| Total Posts: 199 |
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| 24 Sep 2013 11:23 AM |
Err.
I think I *slightly* misread Dragon's post. Sorry about that. But the wiki is still wrong. |
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