pokymon92
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| Joined: 24 Jan 2010 |
| Total Posts: 53 |
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| 28 Dec 2013 09:23 PM |
| do you have to individually list every single part to get the model itself to move around, or is there another way to do this? |
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Azureous
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| Joined: 29 Jan 2012 |
| Total Posts: 25287 |
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| 28 Dec 2013 09:24 PM |
game.Workspace.Model:MoveTo(Vector3.new(x,y,z)) --set axis values of course
or
game.Workspace.Model:MoveT(game.Workspace.AnotherBrick.Position) --preset vector3 |
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Azureous
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| Joined: 29 Jan 2012 |
| Total Posts: 25287 |
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| 28 Dec 2013 09:25 PM |
| :MoveTo*** on second example… |
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pokymon92
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| Joined: 24 Jan 2010 |
| Total Posts: 53 |
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| 28 Dec 2013 09:28 PM |
| Thanks, do you know if theres a way to make the model move or does it only go to positions if it's anchored? |
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| 28 Dec 2013 09:31 PM |
function Move(Model,Vector) local Result = Model.Anchored and Model:MoveTo(Vector) end
OR
function Move(Model,Vector) if Model.Anchored then Model:MoveTo(Vector) end end)
Them:
Move(Workspace.Model,Vector3.new(1,1,1)) |
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| 28 Dec 2013 09:40 PM |
model:TranslateBy(Vector3.new(0,1,0));
That would move the model up 1 stud. |
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pokymon92
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| Joined: 24 Jan 2010 |
| Total Posts: 53 |
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| 28 Dec 2013 09:46 PM |
| I can't get my model to freely move! What am I doing wrong? I've tried all the suggestions but none of them seem to match what I need for my model! |
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domorox17
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| Joined: 06 Mar 2012 |
| Total Posts: 1710 |
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| 28 Dec 2013 09:46 PM |
| I dont believe models have an anchired property. just saying. the parts within do |
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| 28 Dec 2013 09:47 PM |
> Thanks, do you know if theres a way to make the model move or does it only go to positions if it's anchored?
Using :MoveTo() on a model will move the model, whether or not it's anchored. |
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domorox17
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| Joined: 06 Mar 2012 |
| Total Posts: 1710 |
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| 28 Dec 2013 09:48 PM |
| models have no anchiredproperty nublets XI |
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pokymon92
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| Joined: 24 Jan 2010 |
| Total Posts: 53 |
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| 28 Dec 2013 09:49 PM |
| by move, I meant like have it move around like a player would, at a certain speed. I'm not looking to send the model to a position in an instant. |
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| 28 Dec 2013 09:52 PM |
for i=1,100 do model:MoveTo(model:GetModelCFrame()+Vector3.new(0,0,1)); end;
I don't know if that's going to error because of it returning the CFrame or not.. |
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| 28 Dec 2013 09:53 PM |
If all the parts of the model are attached..this will work perfectly
A = Workspace.Model.partliketorsoorseomthing A.CFrame = A.CFrame + CFrame.new (0, 0, 1) Try that |
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| 28 Dec 2013 09:54 PM |
| And if the parts are unanchored then u can use stuff like bodyforce.. |
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domorox17
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| Joined: 06 Mar 2012 |
| Total Posts: 1710 |
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| 28 Dec 2013 09:57 PM |
| bodyforce gives one thrust and is not precise. body velocity is constant but still not orecise. body position is orecise but why da hell would ya use it for moving things? use CFraming for parts and MoveTo for models. |
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pokymon92
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| Joined: 24 Jan 2010 |
| Total Posts: 53 |
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| 28 Dec 2013 09:58 PM |
| My model doesn't have a torso, when I make one for it, it dies. and the parts are not attached by weld, they are close to each other though. |
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domorox17
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| Joined: 06 Mar 2012 |
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| 28 Dec 2013 10:03 PM |
@ op To attach the parts.. Use automatixally create joints between parts and drag the parts to eachother..anyway..I've helped all I'm going to right now (using phone) |
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domorox17
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| Joined: 06 Mar 2012 |
| Total Posts: 1710 |
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| 28 Dec 2013 10:05 PM |
Ya really havent helped. First, ya give bad advice about moving stuff(BodyForce,really?) then say something accurate and dont give the method. For creatung Joints between stuff, do modelname:MakeJoints() this makes a joint where oarts touch |
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| 28 Dec 2013 10:06 PM |
Oh and I have a free model (made by me) Its a dummy script..it creates a dummy..just insert the script..press play..lift the dummy up a bit.. And it'll move whatever way u face it! P.s..see what haplens when u put its hp to 0 |
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