OwNeD142
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| Joined: 23 Dec 2009 |
| Total Posts: 129 |
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| 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
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| Joined: 16 Jan 2009 |
| Total Posts: 951 |
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| 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
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| Joined: 23 Feb 2011 |
| Total Posts: 2277 |
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| 23 Jul 2012 11:56 PM |
This question is for me. Answer. No. |
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OwNeD142
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| Joined: 23 Dec 2009 |
| Total Posts: 129 |
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| 24 Jul 2012 12:05 AM |
| Oh then I guess I will ask about SpecificGravity... |
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miz656
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| Joined: 19 Jul 2010 |
| Total Posts: 15336 |
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| 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
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 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
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| Joined: 23 Dec 2009 |
| Total Posts: 129 |
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| 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
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| Joined: 08 Sep 2008 |
| Total Posts: 10586 |
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| 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
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| Joined: 19 Jul 2010 |
| Total Posts: 15336 |
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| 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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| 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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