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Re: Just a question not about scripting

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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
03 Oct 2015 02:07 PM
But felt like this was the right place.

How do jetpacks work?
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 02:47 PM
You could search models in studio, and check their scripts and parts etc.

How i think they work:
They probably use an ray to send of the blast,(the fire that rockets it upward)
and then they just make the player jump while changing said players JumpForce.
Jump and jumpforce can be accessed through humanoid. Then they weld it to players back and make that happen everytime player clicks.
Not too hard.
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darkstriken is not online. darkstriken
Joined: 23 Oct 2010
Total Posts: 376
03 Oct 2015 02:48 PM
jumpforce or w/e is new, older ones use bodyobjects and stiuff.
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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
03 Oct 2015 02:49 PM
No, I meant actual ones :P
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ApocSurrvivalist is not online. ApocSurrvivalist
Joined: 22 Apr 2013
Total Posts: 5840
03 Oct 2015 02:51 PM
it uses squirts water out
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morash is not online. morash
Joined: 22 May 2010
Total Posts: 5834
03 Oct 2015 02:51 PM
Something about the equal and opposite reaction stuff.
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 02:55 PM
I would do it with Jump and JumpForce,
check models for some already made ones.
I would just send of an ray under the jetpack in two fine streams.
Ray's create parts and send them of where you want them to btw. Thats the effects handeled.
Second i would change Jump force, to how far i would want them to "Fly" and everytime they clicked i would just make them jump. The only thing i dunno is how they get that glide effect.
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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
03 Oct 2015 02:56 PM
@Fais, or you can weld a jetpack on you're torso and get a old fly hopperbin tool?

Anyways, I mean REAL ones
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eLunate is not online. eLunate
Joined: 29 Jul 2014
Total Posts: 13268
03 Oct 2015 03:01 PM
Ejection. Normally ejection of water.
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 03:02 PM
This is an script from a "real" one, by real i mean working one. HOW you make it work is different from scripter to scripter that's why by "real", working is an more efficient term. Usually just search up models if you wanna know how something works. Check multiple some of them are inneffcient. Here is an script for one i found:

local Tool = script.Parent
local mass = 0
local player = nil
local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1
local moving = false

local maxFuel = 1000

local fuel = Tool.CurrFuel.Value

local gui = nil

local anim = nil

local jetPack = nil

local regen = false

local force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,0,0)

local bodyGyro = Instance.new("BodyGyro")
bodyGyro.P = 20000
bodyGyro.D = 8000
bodyGyro.maxTorque = Vector3.new(bodyGyro.P,bodyGyro.P,bodyGyro.P)

local cam = nil

local Flame = nil

function onEquippedLocal(mouse)

player = Tool.Parent
equipPack()
mass = recursiveGetLift(player)
force.P = mass * 10
force.maxForce = Vector3.new(0,force.P,0)
mouse.Button1Down:connect(thrust)
mouse.Button1Up:connect(cutEngine)
cam = game.Workspace.CurrentCamera
anim = player.Humanoid:LoadAnimation(Tool.standstill)
anim:Play()
gui = Tool.FuelGui:clone()
updateGUI()
gui.Parent = game.Players:GetPlayerFromCharacter(player).PlayerGui

regen = true
regenFuel()

end

function equipPack()

jetPack = Tool.Handle:clone()
jetPack.CanCollide = false
jetPack.Name = "JetPack"

jetPack.Parent = game.Workspace

Tool.Handle.Transparency = 1

local welder = Instance.new("Weld")
welder.Part0 = jetPack
welder.Part1 = player.Torso
welder.C0 = CFrame.new(Vector3.new(0,0,-1))
welder.Parent = jetPack

Flame = Instance.new("Part")
Flame.Name = "Flame"
Flame.Transparency =1
Flame.CanCollide = false
Flame.Locked = true
Flame.formFactor = 2
Flame.Size = Vector3.new(1,0.4,1)
Flame.Parent = jetPack

local Fire = Instance.new("Fire")
Fire.Heat = -12
Fire.Size = 4
Fire.Enabled = false
Fire.Parent = Flame

local firer = Instance.new("Weld")
firer.Part0 = jetPack.Flame
firer.Part1 = jetPack
firer.C0 = CFrame.new(Vector3.new(0,2,0))
firer.Parent = jetPack.Flame

end

function updateGUI()

gui.Frame.Size = UDim2.new(0,40,0,300 * (Tool.CurrFuel.Value/maxFuel))
gui.Frame.Position = UDim2.new(0.9,0,0.2 + (0.2 * ((maxFuel - Tool.CurrFuel.Value)/maxFuel)),0)

end

function onUnequippedLocal()

regen = false
if force ~= nil then
force:remove()
end
if bodyGyro ~= nil then
bodyGyro:remove()
end
if anim ~= nil then
anim:Stop()
anim:remove()
end
if gui ~= nil then
gui:remove()
end
if jetPack ~= nil then
jetPack:remove()
jetPack = nil
end
Tool.Handle.Transparency = 0

end

Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)

function thrust()
if fuel > 0 then
thrusting = true
force.Parent = player.Torso
jetPack.Flame.Fire.Enabled = true
Tool.Handle.InitialThrust:Play()
bodyGyro.Parent = player.Torso
while thrusting do
bodyGyro.cframe = cam.CoordinateFrame
force.velocity = Vector3.new(0,cam.CoordinateFrame.lookVector.unit.y,0) * 50

fuel = fuel - 1
Tool.CurrFuel.Value = fuel
if fuel <= 0 then
Tool.Handle.EngineFail:Play()
cutEngine()
end
updateGUI()
wait()

Tool.Handle.Thrusting:Play()

if fuel <= 200 then
Tool.Handle.LowFuelWarning:Play()
end
end
Tool.Handle.Thrusting:Stop()
Tool.Handle.LowFuelWarning:Stop()
end
end

function cutEngine()
thrusting = false
jetPack.Flame.Fire.Enabled = false
force.velocity = Vector3.new(0,0,0)
force.Parent = nil
anim:Stop()
bodyGyro.Parent = nil
end


local head = nil
function recursiveGetLift(node)
local m = 0
local c = node:GetChildren()
if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off

for i=1,#c do
if c[i].className == "Part" then
if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
if c[i].Name == "Handle" then
m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
else
m = m + (c[i]:GetMass() * equalizingForce * gravity)
end
end
end
m = m + recursiveGetLift(c[i])
end
return m
end

function regenFuel()

while regen do
if fuel < maxFuel then
fuel = fuel + 1
Tool.CurrFuel.Value = fuel
updateGUI()
end
wait(0.2)
end

end
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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
03 Oct 2015 03:03 PM
@Fais, I hope you're trolling
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 03:04 PM
He refers to some items he has in his script by the way. He doesn't send of rays, he just has items which have the "Burn" effect on them, inspect it for yourself, sorry for it being long though. Almost spam lol.
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 03:08 PM
You asked about HOW they work, here is the raw "fuel" of it. No puns intended. Just go look in models and check through them.
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Tynezz is not online. Tynezz
Joined: 28 Apr 2014
Total Posts: 4945
03 Oct 2015 03:08 PM
I mean real god damn ones ugh
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 03:11 PM
Real life ones? That is kind of off topic bruv.
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CLIMAXIMUS is not online. CLIMAXIMUS
Joined: 22 Jun 2012
Total Posts: 1738
03 Oct 2015 03:12 PM
this is definitely the wrong forum to ask this question, but they exert the force from either the explosion of fuel or the water it pushes out

fuel jetpacks dont work because they usually kill people

water jetpacks, yeah

next time ask this in the OT forum
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morash is not online. morash
Joined: 22 May 2010
Total Posts: 5834
03 Oct 2015 03:46 PM
"fuel jetpacks dont work because they usually kill people"

I don't believe you. Where can I get a fuel jepack to test this?
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Faisal1207 is not online. Faisal1207
Joined: 27 Dec 2013
Total Posts: 499
03 Oct 2015 03:48 PM
I just laughed. My pleasure, get one from ebay *Evil laughter*


- I say no because yes is overrated.
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