I'm asking if there is a way to add BodyVelocity to a whole Model or should I take every part from that model and add the same velocity to it.
This is a script that I have proven it works.
local TinyLittleBrick = {} for i,v in pairs(workspace.ModelName:GetChildren()) do if v.Name == "TinyLittleBrick" then table.insert(TinyLittleBrick,v) end end for i,TinyLittleBrick in pairs(TinyLittleBrick) do move = Instance.new("BodyVelocity") move.maxForce = Vector3.new(0,3e3,0) move.Parent = TinyLittleBrick move.P = 1000 end
Now, I wanted to say, you might wanna know a few things.
So, you can name the bricks whatever you want, but you have to name them all the same thing.
The model name can be whatever you want, but it needs to be correct.
Don't modify ANYTHING except the model and brick name.
Hope this helps! :)
-Pshel
Well, it really depends on how you're viewing it. If you do not have each model welded (Either type) or attached somehow with studs, etc, then using a BodyVelocity on just one part will not make the whole model move.
If you have each part attached with welds or studs, etc, then using just one BodyVelocity will cause the whole model to move along with the part.
You can only apply Instances
like BodyVelocity
to rendered objects. Does Model
render in the game alone? No, it doesn't. A Part
though does.
As you don't need to apply BodyVelocity
to all parts, just apply one to Torso (as i suppose you want to do this to a player). And if not to a player, just apply to the primary part, it shoulld work:
local force = Instance.new("BodyVelocity", workspace.Player.Torso) --Second argument is parent of new Instance force.velocity = Vector3.new(0,0,0)
If you just want to launch a character upwards with no specific goal, i recommend you use BodyForce
instead - Experiment with it, and you can get 'reduced gravity' or just thrusting upwards (Which lowered gravity i suppose is used by Gravity Coil)