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Help with positioning in Mouse Pickup Script?

Asked by 8 years ago
local Mouse = game.Players.LocalPlayer:GetMouse()

local PickForce = Instance.new('BodyPosition')
PickForce.P = 100000
PickForce.D = 7000
local TargetObject = nil

game["Run Service"].RenderStepped:connect(function()
    PickForce.position = Vector3.new(game.Players.LocalPlayer.Character.Torso.Position.X, game.Players.LocalPlayer.Character.Torso.Position.Y, game.Players.LocalPlayer.Character.Torso.Position.Z * 5)
end) -- Need help in this function

Mouse.Button1Down:connect(function()
    if Mouse.Target then
        local p = Mouse.Target
        if (game.Players.LocalPlayer.Character.Torso.Position - p.Position).magnitude <= 30 then
            PickForce.Parent = p
        else
            PickForce.Parent = nil
        end
    else
        PickForce.Parent = nil
    end
end)

This script is intended to imitate the ability to lift objects in horror games. I am having lots of trouble finding a good algorithm for the bodyposition.

I only need help with the positioning, I will fix a few direct references to the character soon.

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Answered by 8 years ago

There could be a number of problems going on here.

1) Make sure the part is unanchored and not part of a model.

2) You should probably do some checking to make sure its something you want to interact with (i.e. is an item and not the floor). 3) Also the Z reference would be for pushing the part away and I would ADD 5 instead of multiplying it by 5, so that its 5 studs pushed away, instead of some very high, random value (whatever Z might be)

You might consider moving a whole model, instead of one part. In such case, I recommend setting the PrimaryPart of the model and then using SetPrimaryPartCFrame method to the position you would like - instead of using BodyPosition . You can even CFrame it to the position you want, using a loop and the SetPrimaryPartCFrame positioning method I suggest.

I haven't seen what these horror games do, so I might to check one out to see if they're using physics or CFraming.

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