Tynezz
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 03 Oct 2015 02:07 PM |
But felt like this was the right place.
How do jetpacks work? |
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| 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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| 03 Oct 2015 02:48 PM |
| jumpforce or w/e is new, older ones use bodyobjects and stiuff. |
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Tynezz
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 03 Oct 2015 02:49 PM |
| No, I meant actual ones :P |
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morash
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 03 Oct 2015 02:51 PM |
| Something about the equal and opposite reaction stuff. |
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| 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
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 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
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 03 Oct 2015 03:01 PM |
| Ejection. Normally ejection of water. |
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| 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
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 03 Oct 2015 03:03 PM |
| @Fais, I hope you're trolling |
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| 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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| 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
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| Joined: 28 Apr 2014 |
| Total Posts: 4945 |
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| 03 Oct 2015 03:08 PM |
| I mean real god damn ones ugh |
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| 03 Oct 2015 03:11 PM |
| Real life ones? That is kind of off topic bruv. |
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| 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
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 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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| 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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