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| 14 Oct 2013 02:08 PM |
So I MakeJoints and Instance the vehicle and then when the player is sent to the vehicle the wheels mess up, flinging everywhere and the vehicle flys out of control. Try my game and see for yourself. This was not something I caused as I left the game unupdated in a working state and came back 2 months later to find this mess. So, what could I do? Is there a new Instancing method required that I am not aware of?
See the mess that has been caused here: http://www.roblox.com/ROBLOX-Derby-2-V1-2-0-Broken-Read-description-place?id=22895132 |
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| 14 Oct 2013 04:00 PM |
| It could be ROBLOX's vehicle physics. Try making the vehicle spawn a little bit above whatever brick it is spawning on top of; it could be that you are CFraming the wheels to that brick without realizing it since unanchored CFramed parts get separated in less than a blink of an eye. |
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| 15 Oct 2013 02:20 PM |
| It used to work, it was a :MoveTo() method, I change the (x,y,z) values so that the y value was like +20 what it used to be and still it's messed up. |
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Trioxide
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| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
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| 15 Oct 2013 02:24 PM |
Try anchoring the vehicle. When you parent it to Workspace, wait (lets say) 0.5 seconds and unanchor the vehicle.
idk |
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Trioxide
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| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
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| 15 Oct 2013 02:25 PM |
| PS. open and fix pirate minigames. |
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| 15 Oct 2013 03:45 PM |
| Actually that method of anchoring and and unanchoring after 0.5 seconds exists already. Doesn't work anymore. For some reason the vehicle likes to spawn into the ground. |
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R8N
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| Joined: 07 Aug 2013 |
| Total Posts: 1164 |
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| 15 Oct 2013 04:12 PM |
:MakeJoints() :MoveTo
I tried. |
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| 16 Oct 2013 11:05 AM |
It feels like a physics problem rather than a script problem, but anyway..
ff.Parent = Car1["Shell"] ff2.Parent = Car1["Misc"] game.Players.LocalPlayer.PlayerGui.RBD.SpawnProtection.Visible = true RAM.Parent = Car1.RAM NOWHEELBLK.Parent = Car1.RAM SEATSTAYER.Parent = Car1.Seat Premium.Parent = Car1.Seat CarSound.Parent = Car1.Seat BDY.Parent = Car1.Seat Car1.Seat.Anchored = true Car1.Parent = game.Players.LocalPlayer.Character Car1:MoveTo(Vector3.new(math.random(-166,166), 3, math.random(-166,100))) BDY:Remove() game.Players.LocalPlayer.Character.Torso.CFrame = Car1.Seat.CFrame + Vector3.new(0,1,0) |
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R8N
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| Joined: 07 Aug 2013 |
| Total Posts: 1164 |
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| 16 Oct 2013 04:43 PM |
| Hmm, Try wait() then moveto |
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