rulzalot
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| Joined: 05 Jul 2009 |
| Total Posts: 6305 |
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| 01 Apr 2012 02:56 AM |
| It seems like when all three of the X,Y, and Z forces drop below the mass of the object, body force will not push the object. It should though, just slowly. |
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| 01 Apr 2012 02:58 AM |
| Otherwise known as the laws of physics |
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rulzalot
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| Joined: 05 Jul 2009 |
| Total Posts: 6305 |
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| 01 Apr 2012 02:59 AM |
| I don't think you understand the laws of physics correctly, secretiverobocop. |
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| 01 Apr 2012 03:38 AM |
BodyForce pushes XYZ in relation to the global axis. If you find the gravity number and times it by the mass, you can get an anti-gravity effect of weightlessness.
I don't really understand what you are saying. Can you give an example? |
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| 01 Apr 2012 03:48 AM |
It shouldn't push the object more slowly, it should just make it fall slower...
Well, if we're talking about objects that are falling and pushing them up, that is.
If you're talking about just pushing them in any direction ignoring the gravity, then...
Perhaps there's a bug report to file to ROBLOX right there? :P |
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| 01 Apr 2012 04:10 AM |
*Digs up a really old place I made*
b = Instance.new("BodyForce", object) b.force = Vector3.new(0, 196.2 * a:GetMass(), 0)
That will make an object weightless.
Box of gravitational fun was a great game... |
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rulzalot
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| Joined: 05 Jul 2009 |
| Total Posts: 6305 |
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| 01 Apr 2012 12:06 PM |
I'm actually working on a system for gravity, I decided to ditch BodyForce because of the problem I ran into though. If you we're curious, I used this to determine the acceleration (with direction) of the object:
Dist = (x.Position-v.Position).Magnitude Strength = ((x:GetMass()+v:GetMass())/2)*(1/Dist^2) UnitDirection = (x.Position-v.Position).unit return UnitDirection*Strength
It only works with x towards v, but 'x' and 'v' can be changed and constantly updated.
By the way, I'm not worried about weightlessness, I already know what to do. What I'm worried about is the minuscule forces not even accelerating the object if they are below the mass. EX: If BodyForce.force = (4,Part:GetMass()*196.2,0) and Part:GetMass() > BodyForce.force.X then it will not push it on it's X axis |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 01 Apr 2012 12:08 PM |
You cannot accelerate slowly if the force is not enough to accelerate correctly (in moving at all)
196.22 would give an approximate absolute to the gravity. So to make it go a bit faster in a certain direction, you add more to that. 196.4 |
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rulzalot
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| Joined: 05 Jul 2009 |
| Total Posts: 6305 |
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| 01 Apr 2012 12:23 PM |
Ok, yes, but lets ignore gravity. Let's say its no longer a thing and i was just trying to move an object on it's X axis.
So:
BodyForce.force = Vector3.new(x,0,0)
If x is below BodyForce.Parent:GetMass(), then the object will not move out of it's motionless state. Am I doing something wrong? Can someone explain why it doesn't work correctly for me? |
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