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| 20 Aug 2016 06:36 PM |
| I'm looking at api's and I see no way on how to do this? Anyway how? |
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| 20 Aug 2016 06:48 PM |
wiki: BodyVelocity
all the properties should be plain in sight |
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| 20 Aug 2016 06:53 PM |
| im trying to change the direction into my mouses direction |
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| 20 Aug 2016 06:54 PM |
| look at the CFrame.new() function, especially the one that requires only 2 arguments |
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| 20 Aug 2016 06:57 PM |
1. i know how cframe works 2. pretty sure that only works with gyro.cframe = CFrame.new(gyro.Parent.Position, (stuffhere) 3. if there is one for bodyvelocity, could you show me? |
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| 20 Aug 2016 06:58 PM |
are you serious lol
CFrame.new(part1.CFrame.p,part2.CFrame.p).lookVector*strength |
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| 20 Aug 2016 06:59 PM |
you have to change with local script or sent mouse.Hit.p to a server script
need to call GetMouse on the player to receive the mouse
http://wiki.roblox.com/index.php?title=API:Class/Player
http://wiki.roblox.com/index.php?title=API:Class/Mouse |
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| 20 Aug 2016 07:02 PM |
ugh if ur going to insult me dont post at all + how do you think i actually started this post without knowing what those are. i dont need a lesson, i need an example |
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| 20 Aug 2016 07:03 PM |
>doesn't mention lookvector at all >bodygyro doesnt need lookvector, so i assume all bodymovers dont need it |
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| 20 Aug 2016 07:05 PM |
and yet it still doesnt work i quit |
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| 20 Aug 2016 07:09 PM |
lookVector is the direction of a CFrame so it gives you a Vector3 pointing towards the part*strength lol
needs to be set every time in loops |
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| 20 Aug 2016 07:10 PM |
| problem is the part doesnt move at all actually |
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| 20 Aug 2016 07:11 PM |
| because strength needs to be high and because all parts should be unanchored |
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| 20 Aug 2016 07:14 PM |
| i know that, stop telling me basic solutions |
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| 20 Aug 2016 07:24 PM |
local speed = 100
bodymover.Velocity = mouse.UnitRay.Direction*speed |
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| 20 Aug 2016 07:27 PM |
@aggressive works, how would i disable it on 1 axis though |
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2eggnog
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| Joined: 08 Nov 2008 |
| Total Posts: 1351 |
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| 20 Aug 2016 07:29 PM |
mouse.UnitRay.Direction*speed * Vector3.new(1,0,1)
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