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| 17 Nov 2014 11:10 PM |
I have a model I clone in from game.Lighting into the Workspace. Some parts in the model include a Motor surface type. However, for whatever reason the game seems to get confused when not in solo mode (In solo everything works fine, as always). The motors are used to drive a car and are controlled via script. Roblox registers that the motors are there, and moves the car accordingly, but the original wheels sometimes seem to get left behind at their original location even though the car moves as if they were at the car's side. After that, the car starts spinning out of control and goes everywhere.
It is for this reason that I have decided to get rid of the motor surfaces and use motor objects. But wait, while they do spawn correctly, motor objects cannot control wheels for some strange reason. The wheels spin, but the car stays in place, completely ignoring the wheels. VelocityMotor Confuses me with its Hole argument. MotorFeature and Hole don't seem to do anything, and don't have sufficient documentation on the wiki.
One solution i was considering was setting the wheel's RotVelocity. But, if I do that, how can I bind the wheels to the car while allowing them to spin?
The Car does not have any player sitting on it. The player gets moved to game.Lighting. So I cannot use VehicleSeat.
Please help me. I've been having trouble with this for a while now. I've been working for hours and hours to get it working with no success.
Who am I kidding. Nobody will read this far anyways. |
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| 18 Nov 2014 03:14 AM |
tl;dr
but I read it.
when you use standard car,use Hinge Surface Type |
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| 18 Nov 2014 03:23 AM |
yeah i agree with above^ make a tl;dr Use hinge surface to create controllable wheels
support now |
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