Vaqxus
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| Joined: 18 Dec 2016 |
| Total Posts: 1087 |
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| 15 Feb 2017 09:19 PM |
| in spite of any movement or disorientation |
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pwnion
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| Joined: 03 Jan 2017 |
| Total Posts: 117 |
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| 15 Feb 2017 09:20 PM |
while wait() do (code to make the character face a part) end
that's all I know |
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| 15 Feb 2017 09:23 PM |
| character:SetPrimaryPartCFrame(CFrame.new(character.Torso.Position, target.Position)) |
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Vaqxus
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| Joined: 18 Dec 2016 |
| Total Posts: 1087 |
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| 15 Feb 2017 09:28 PM |
| @Mister, that line makes me get stuck in the ground when i jump or fly away when im spawning |
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crome60
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| Joined: 22 Nov 2008 |
| Total Posts: 15266 |
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| 15 Feb 2017 09:46 PM |
You can use BodyGyro too.
bodyGyro = Instance.new("BodyGyro", character.Torso) bodyGyro.maxTorque = Vector3.new(0, 0, 0) bodyGyro.D = 50 |
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Soybeen
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| Joined: 17 Feb 2010 |
| Total Posts: 21462 |
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| 15 Feb 2017 10:01 PM |
https://www.youtube.com/watch?v=hbD3F_EfRCA
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Vaqxus
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| Joined: 18 Dec 2016 |
| Total Posts: 1087 |
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| 16 Feb 2017 12:51 AM |
| Holy crap Soy I have been struggling to do that thing for hours... Thanks! |
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| 16 Feb 2017 12:56 AM |
| Using a BodyGyro would probably be a better idea, because you let the physics engine handle it (generally a good thing) instead of unnecessarily updating the root part CFrame yourself. Either work perfectly fine though |
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Vaqxus
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| Joined: 18 Dec 2016 |
| Total Posts: 1087 |
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| 16 Feb 2017 12:59 AM |
| Just wondering why use the root part instead of, for example, the torso? |
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