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| 24 Aug 2012 05:40 PM |
I tried and failed to make a jetpack, and I got no Output too. Here's the script for the jetpack:
--Made by Dozer86421 local Tool = script.Parent local EngineActive = false
Tool.Equipped:connect(function(mouse) local User = Tool.Parent mouse.Button1Down:connect(function() EngineActive = true local BG = Instance.new("BodyGyro", User.Torso) local BV = Instance.new("BodyVelocity", User.Torso) BV.velocity = Vector3.new(0,0,0) while EngineActive and wait() do BG.cframe = CFrame.new(User.Torso.Position,mouse.Hit.p) BV.velocity = BG.cframe.lookVector * 200 end end) end)
Tool.Unequipped:connect(function() EngineActive = false BG:Destroy() BV:Destroy() end)
As you can see, I have no idea why it won't work! I'm not sure if you even have an idea why it won't work... Do you? If you do, please respond showing what I did wrong. Well, and how to fix it of course. You could also just post a fixed version of the script... |
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bob354293
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| Joined: 26 Oct 2008 |
| Total Posts: 2609 |
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| 24 Aug 2012 05:50 PM |
why not just use the jetpack roblox made.....
~ + 1 Cookie for me. - 1 cookie for you. :D ~ |
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RA2lover
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| Joined: 09 Nov 2008 |
| Total Posts: 1254 |
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| 24 Aug 2012 05:51 PM |
you'll need to set the bodygyro/bodyvelocity's forces, else they default to a incredibly weak number.
also, your tool won't destroy the force objects when unequipped because your reference doesn't exist on the unequipped function's scope. |
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RA2lover
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| Joined: 09 Nov 2008 |
| Total Posts: 1254 |
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| 24 Aug 2012 06:00 PM |
| and it's gonna fail if you use it more than once. |
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| 24 Aug 2012 08:18 PM |
| Oh... I'll make sure to change it up. So, this should work, but I just need to make the variables not local and then boost the power? Sounds good. |
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RA2lover
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| Joined: 09 Nov 2008 |
| Total Posts: 1254 |
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| 25 Aug 2012 06:11 AM |
| nope. BG and BV are only on the button1down function's scope. as soon as it exits that function the handles are discarded. |
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