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| 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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| 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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| 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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| 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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