Basically, I've been working on a script that makes the brick transparent on activating the keyword "V" V basically acts as reverse thrusters, but I'd like more of a realistic animation. What I would like is to have the brick fade if the speed is 2, and the brick to change width to around 50 upon when the speed is uppered. This is what I'm currently using
rather then a function, i'd just like it to work where it has the "if key=="v" then" thanks
function fadeBrick(obj) for i = 100, 0: obj.Transparency=i obj.Remove() end
if key == "v" then fadeBrick(plane.ReverseThrusters.Left.WeldPart) end
The most efficient way I can see to achieve the effect you desire is to check the current speed and compare it to some breakpoints, after which you can modify the effect to be "realistic".
Here's an example of what I mean:
--I'm assuming this is a LocalScript local speed = 0 --studs/sec local accel = 0 --studs/sec/sec --CODE if key == "v" then accel = -10 end --CODE local obj = plane.ReverseThrusters.Left.WeldPart local t = tick() game:GetService("RunService").RenderStepped:connect(function() local dt = tick() dt, t = dt - t, dt --This gets the time delta, so that acceleration is accurate on any framerate. speed = speed + accel*dt --Wherever you're changing the Position of the aircraft, use `speed` as the speed. :P if speed < 0 then obj.Transparency = 1 elseif speed <= 2 then obj.Transparency = 1 - speed/2 --ranges from 0 to 1. Fully opaque at speed = 2, invisible at speed = 0 end end)