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BodyThrust manipulation??

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superconscript is not online. superconscript
Joined: 15 Mar 2012
Total Posts: 413
04 Apr 2015 04:26 PM
Ok so I have a script (pretend all variables are identified) that where it will be fired and move the object that has a BodyGyro and a BodyThrust the body thrust moves the object (rockc.PRIME) forward based off of the torso's lookVector.
rockc.PRIME.BodyThrust.force = rockc.PRIME.CFrame.lookVector * 2000
So it moves forward perfectly but how would I modify this to make sure it stays up.
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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
04 Apr 2015 04:40 PM
Use a BodyForce instead of a BodyThrust, based on what you said. Make it stay up by adding 196.2 * MassOfPart to the BodyForce's Y vector.
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superconscript is not online. superconscript
Joined: 15 Mar 2012
Total Posts: 413
04 Apr 2015 05:03 PM
Well I poorly explained the use of it. So heres what's happening a rock is being launched forward from the torso and the rock has a bodygyro so that it doesn't rotate and start being flung around. The problem I'm having with the BodyForce is that it's not moving at all using the technique I used (lookVector * 2000)I believe its because the orientation of the axes are somehow not identical because of the Gyro and how it is keeping it rotated
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buildersteven4 is not online. buildersteven4
Joined: 08 May 2009
Total Posts: 1325
04 Apr 2015 05:23 PM
BodyForce applies force in world coordinates.
BodyThrust applies force in object coordinates.

This means the force of a BodyThrust instance will rotate with it's parent object. That's why it's a bit weird to use BodyThrust with things like lookVector. I'd recommend using BodyForce.

Other than that I have no clue what you're trying to do. :P
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