airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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| 13 Dec 2016 05:28 AM |
I got a bit of a problem with the turret for my gunboat, and i'm all out of ideas right now.
I was using normal roblox hinges at first, but the physics were too buggy and added constraints, which work a TON better, however I still have a few problems.
The turret uses two parts for its rotation, both with a bodygyro. One bodygyro is the gun itself, which is constrained just above the arms that are holding it, The other is the stand which the entire gun is on.
My problem is, The gun often points backwards, even though the front of the gun faces the barrel.
Also, it for some reason rotates a LOT slower when the boat is in the water.
If you want to test it, check it out here.
https://www.roblox.com/games/573233562/testing
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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| 13 Dec 2016 05:30 AM |
also, i posted this to scripters, but noone's really replying there.
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airwolf12
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Confinium
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| Joined: 31 Oct 2013 |
| Total Posts: 12071 |
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| 13 Dec 2016 05:38 AM |
the rotation speed seems fine for me not sure how you'll fix the gun issue, seems to be a glitch with the camera positioning or something |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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| 13 Dec 2016 05:42 AM |
i'll try messing around with the camera.
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| 13 Dec 2016 05:49 AM |
this might seem weird but try this
change turretpart to whatever youre using
might be detecting camera as a part. i had this same problem with soemthing i made, and this fixed it.
local campos = workspace.CurrentCamera.CoordinateFrame.p local hit,pos = workspace:findPartOnRay(Ray.new(campos,(Mouse.Hit.p-campos).unit*666),turretpart) if pos then --turret code here end
-- colin |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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| 13 Dec 2016 06:02 AM |
unfortunately, the same issue pops up.
also just noticed, the gun works fine when aiming down, but only aiming up glitches it.
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| 13 Dec 2016 06:04 AM |
mmmmm let me play around more
the thing i was using was something that follows your mouse but also appears there in the map
so itll be different
-- colin |
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airwolf12
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| Joined: 02 Mar 2009 |
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| 13 Dec 2016 06:05 AM |
could be that because the camera is directly attached to the gun, that when you aim up, the camera moves up too and glitches some stuff.
really weird, i just used the mouse.hit as position for the gyro's cframe
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airwolf12
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| Joined: 02 Mar 2009 |
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| 13 Dec 2016 06:10 AM |
nope, that doesn't affect it either.
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airwolf12
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| Joined: 02 Mar 2009 |
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| 13 Dec 2016 06:18 AM |
gonna try to change the shape of the cannon, instead of it being on-top of the stand, maybe having it in front, like a tank cannon, works better.
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airwolf12
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Parabolt
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| Joined: 03 Dec 2010 |
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| 13 Dec 2016 06:25 AM |
jelly of your skills
1local robux = R$55 while wait() do robux = robux + 1 end |
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| 13 Dec 2016 06:34 AM |
| Maybe it detects the camera as a part? |
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airwolf12
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| Joined: 02 Mar 2009 |
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| 13 Dec 2016 06:43 AM |
yeah thats what truck thought too
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airwolf12
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| Joined: 02 Mar 2009 |
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| 13 Dec 2016 07:17 AM |
Aren't sentries automatic and turrets manually activated and used?
waaaat |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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airwolf12
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| Joined: 02 Mar 2009 |
| Total Posts: 12319 |
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| 13 Dec 2016 09:04 AM |
It's over, it's done.
It had something to do with the allignment of the mainpart the gun was standing on.
Made a new stand with better alligned parts, and now it works perfectly.
Now time to make the gun, TV missile, effects, sounds and UI work.
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