|
| 21 Dec 2013 10:09 PM |
| I'm using body velocity to make a helicopter, what else should i use? |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 21 Dec 2013 10:11 PM |
| For elevation use the GetMass() method and a body force to ascend/descend. |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 10:20 PM |
| I'm using bodyposition with body velocity. But the dampening, if you have dampening, it becomes slower and slower. But without it, the object will go up and down from is destined position. Ever seen crazyman's helicopter. What do you think he used? |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
| |
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 21 Dec 2013 10:28 PM |
| For planes, he probably used Velocity.magnitude to make the plane move. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 21 Dec 2013 10:28 PM |
| I mean, Velocity.lookVector*100 or something., hehehehe |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 10:36 PM |
| I tried body force, it keeps going up it doesn't stop. Body force and body velocity combo makes it keep going up. I know body velocity is one of the things i need. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 21 Dec 2013 10:37 PM |
| Then, Body position is the way to go. |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 10:39 PM |
| Ok. How can I stop the dampening problem? One consistent speed to the end? |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 10:40 PM |
| And I know without dampening, my heli will like bounce. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 21 Dec 2013 10:42 PM |
| Not sure, just play around with the different types. |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 11:00 PM |
ok
body pos works best so far |
|
|
| Report Abuse |
|
|
|
| 21 Dec 2013 11:11 PM |
| so if i wanted to make it hold q to ascend, do i make a loop that keeps adding to the y axis value? |
|
|
| Report Abuse |
|
|
| |
|
|
| 22 Dec 2013 11:35 AM |
| would that be a good efficient technique to do it that way? |
|
|
| Report Abuse |
|
|
|
| 22 Dec 2013 06:26 PM |
| How do I make it go up slow, but not slow down over time? |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 22 Dec 2013 06:29 PM |
| You'd have to CFrame it with a for loop. And for the rising, you could make the BodyPosition the base (a middle part) of the helicopter + 20. What is your hierarchy for the BodyPosition? What are it's descendants? |
|
|
| Report Abuse |
|
|
|
| 22 Dec 2013 06:32 PM |
My body position is in a part called "Body". So is the body velocity. The body is in the helicopter. I treat the body as a main brick, or base. If I keep adding to the value, it won't fly up fast enough to go to it's destined position before another value is added. Here's my loop:
lb = game.Workspace.LittleBird.Body while wait() do if goingup == true then wait(.1) lb.BodyPosition.position = lb.BodyPosition.position + Vector3.new (0,1,0) end end
That was what I tried to do. I'm still trying to learn body position, velocity, etc. Only discovered it a few days ago. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 22 Dec 2013 06:37 PM |
I have an idea. You should change 0,1,0 to 20 and when goingup == false, you should make the BodyPosition's position lb's Position. Also, you should edit the BodyPosition's position by adding to lb's position. Probs more efficient.
lb = game.Workspace.LittleBird.Body while wait() do if goingup == true then wait() -- {{changed to wait() because it'll be more accurate with this stopping lb.BodyPosition.position = lb.Position + Vector3.new (0,20,0) -- {{less code c: end end
if goingup == false then lb.BodyPosition.position = lb.Position -- {{quick stop? end
Just some ideas. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 22 Dec 2013 06:43 PM |
| Not sure if thread glitched, or.. |
|
|
| Report Abuse |
|
|
|
| 22 Dec 2013 06:43 PM |
Yeah, I thought of scripting it like that. |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
|
| 22 Dec 2013 06:44 PM |
| Yeah, that's what I would have gone with. |
|
|
| Report Abuse |
|
|
|
| 22 Dec 2013 06:44 PM |
if goingup == false then lb.BodyPosition.position = lb.Position -- {{quick stop? end
Should that be in the key up function? |
|
|
| Report Abuse |
|
|
qrrrq
|
  |
| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
|
| |
|
|
| 22 Dec 2013 06:54 PM |
| Alrighty. Quick stop works, but now there's the dampening problem. It won't stop right away with dampening like that, but without dampening, it bounces and moves extremely fast. |
|
|
| Report Abuse |
|
|