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ROBLOX Forum » Game Creation and Development » Scripting Helpers
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Re: Question for the best scripters.

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OwNeD142 is not online. OwNeD142
Joined: 23 Dec 2009
Total Posts: 129
23 Jul 2012 11:53 PM
Is there any way to change the gravity in roblox without using body gyro/thrust/all the others... if there is then please tell me and if you know how to do it with boy things then please tell me.

--OwNeD142
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wow75 is not online. wow75
Joined: 16 Jan 2009
Total Posts: 951
23 Jul 2012 11:56 PM
I may not be an expert scripter, but i noticed there is a SpecificGravity property in parts, not sure what it does though...
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koen500 is not online. koen500
Joined: 23 Feb 2011
Total Posts: 2277
23 Jul 2012 11:56 PM
This question is for me.
Answer. No.
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OwNeD142 is not online. OwNeD142
Joined: 23 Dec 2009
Total Posts: 129
24 Jul 2012 12:05 AM
Oh then I guess I will ask about SpecificGravity...
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miz656 is not online. miz656
Joined: 19 Jul 2010
Total Posts: 15336
24 Jul 2012 12:06 AM
Why would you ask this? This isn't really an expert question in my opinion...
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
24 Jul 2012 12:06 AM
Simple answer: Nope.

Specific gravity is used for water and changed only by the material of a part. You can't set it.
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OwNeD142 is not online. OwNeD142
Joined: 23 Dec 2009
Total Posts: 129
24 Jul 2012 12:07 AM
Do you know how to change the gravity because there are not any games with the gravity changed...
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Legend26 is not online. Legend26
Joined: 08 Sep 2008
Total Posts: 10586
24 Jul 2012 12:09 AM
Generally you just use a body force with a maxforce of 196.2*Part:GetMass() on the Y axis to get rid of gravity.
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miz656 is not online. miz656
Joined: 19 Jul 2010
Total Posts: 15336
24 Jul 2012 12:09 AM
http://www.roblox.com/Anti-gravity-room-Reverse-gravity-place?id=19816121

Look at deh.
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monkeyman7614 is not online. monkeyman7614
Joined: 23 Sep 2011
Total Posts: 55
24 Jul 2012 12:23 AM
The answer is actually yes, here is my script, put it in a brick, anchor the brick then put it in the "sky" i don't remember if it will kill you or not. (if it includes this line of script
Child:Remove() remove it, I was too lazy to look.)

local hole = script.Parent
local childList = {}
local childSize = {}

local massConstant = 1

local mass = 100000 * massConstant

function checkObject(obj)
if (obj ~= hole) and (obj.className == "Part") then
if (obj.Anchored == false) then
table.insert(childList, 1, obj)
table.insert(childSize, 1, obj.Size)
end
else
if (obj.className == "Model") or (obj == workspace) then
local child = obj:GetChildren()
for x = 1, #child do
if (child[x] ~= hole) and (child[x].className == "Part") and (child[x].Anchored == false) then
table.insert(childList, 1, child[x])
table.insert(childSize, 1, child[x].Size)
end
if child[x].className == "Model" then
checkObject(child[x])
end
end
obj.ChildAdded:connect(checkObject)
end
end
end

checkObject(workspace)

function cross(v1, v2)
return Vector3.new(v1.y * v2.z - v2.y * v1.z, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v2.x * v1.y)
end

print("Black Hole script loaded.")

local min = 0
local max = 10
while true do
wait()
local n = 0
while n < #childList do
if n % 800 == 0 then
wait()
end
n = n + 1
local child = childList[n]
if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) then
local relPos = hole.Position - child.Position
if relPos.magnitude * 240 * massConstant < mass then
child.RotVelocity = cross(child.CFrame.lookVector, relPos) * 20 / relPos.magnitude
local canContinue = true
if relPos.magnitude * 320 * massConstant < mass then
local length = mass / (320 * relPos.magnitude * massConstant)
if childSize[n].z * length > relPos.magnitude * 2 then
--mass = mass + child:GetMass()
--child:Remove()
--table.remove(childList, n)
--table.remove(childSize, n)
--canContinue = false
--n = n - 1
else
child.CanCollide = false
end
end
if canContinue then
local motivator = child:FindFirstChild("BlackHole Influence")
if motivator == nil then
motivator = Instance.new("BodyPosition")
motivator.Parent = child
motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant)
end
else
local motivator = child:FindFirstChild("BlackHole Influence")
if motivator ~= nil then
motivator:Remove()
end
motivator.Name = "BlackHole Influence"
end
motivator.position = hole.Position
end
end
end
end
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