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Re: Help with BodyVelocity

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OmgFlyingSpaceCow is not online. OmgFlyingSpaceCow
Joined: 16 Dec 2009
Total Posts: 564
01 Apr 2016 10:16 PM
I've made a sort of engine for unanchored models that can move and turn an 'engine block' in three dimensions using BodyVelocity. However, when I apply/weld the engine block to a model, the engine block remains still even though its BodyVelocity is not 0 and the entire model is unanchored. When I stick parts to the engine, it works just fine but when I move the engine to the model, it remains still. I can only seem to get the engine block to move other models using BodyPosition instead.

Why wouldn't BodyVelocity work? At first I assumed there was a set level of inertia that the model might be resisting the engine with but I set the velocity to values over several thousand and even a million and yet nothing happened.
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LateralLace is not online. LateralLace
Joined: 19 Sep 2015
Total Posts: 662
01 Apr 2016 10:53 PM
THIS HAPPENED TO ME ALL THE TIME. And there's probably a surprising solution. You see roblox had made a really annoying + stupid decision with there welding system, and that's that they added surface welds.

Correct me if I'm wrong, but the problem is that you've added different surfaces that stick parts together. They're basically another form of welds.

Ok Ok maybe I'm still wrong ;). If my first answer didn't work, well then KAMIKAZE. Otherwise, you probably haven't payed much attention to welds. You see, Body Forces like BodyVelocity are do not act in harmony with welds. Welds hold objects in place by using CFrame values, while BodyForces use Vector3 values. So if you attempt to change a Vector3 property of a part (with a weld), the weld gets destroyed. This is why when you move an part using BodyVelocity, it doesn't move, but when you change the Vector3 position of that part it destroys the weld. Thus allowing the BodyVelocity to take over.

Yeah it's pretty d@mn stupid if you ask me!
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Ozmozian is not online. Ozmozian
Joined: 26 Mar 2016
Total Posts: 358
01 Apr 2016 11:04 PM
This is not for the scripting section.


Simple.
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LateralLace is not online. LateralLace
Joined: 19 Sep 2015
Total Posts: 662
01 Apr 2016 11:08 PM
Yeah right like I devoted 35 MINUTES of my time just to create another stupid april fools joke. GUESS IT'S TIME TO DO A DISCOUNT DOUBLE CHECK!!
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OmgFlyingSpaceCow is not online. OmgFlyingSpaceCow
Joined: 16 Dec 2009
Total Posts: 564
01 Apr 2016 11:18 PM
Wow, that makes this a really strange problem. I probably wouldn't have realized that it had to do with the behavior of welds. I'll play around with it some more. Thanks for the response!
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LateralLace is not online. LateralLace
Joined: 19 Sep 2015
Total Posts: 662
01 Apr 2016 11:49 PM
Oh and btw if your looking for way to replace Body Forces, there are a couple ways:

1) You could use a motor. The great thing about motors is that they work both as a weld and as a motor. This allows you to rotate parts at a certain degree and at a certain rate. More on this topic here ----> http://wiki.roblox.com/index.php?title=Joint#Motor_and_Motor6D

2) Lerping is my personal favorite. This method is a bit strange, but with a little tweaking you could make some beutifiul animations! What lerping actually does is it returns a CFrame value at a distance away from the target point [EX: :lerp(target,rate) ]. So if you had a part at (0,0,0) and another part at (0,1,0), lerping would find a CFrame in between those points (EX: 0,.5,0). More on this topic here -----> http://wiki.roblox.com/index.php?title=Lerp
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