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Parts sent flying?[fixed it]

Asked by 8 years ago

I have this model being moved by a body velocity, but it's in a really weird shape, and whenever I step on it, it flies off the baseplate and gets destroyed. I tried using :SetNetworkOwner() for nil and player, but it didn't help. I was thinking of doing something like this:

if game.Workspace.WeirdLookingModel.PrimaryPart.Position.Y > 50 then
    game.Workspace.WeirdLookingModel:SetPrimaryPartCFrame(CFrame.new())--but then how do i get the position i need.
end

So yea, what do I do?

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Answered by 8 years ago

Im not that good but MAYBE! Anchor l it?

while true do
game.Workspace.WeirdLookingModel.Anchored = true
wait(0.1)
game.Workspace.WeirdLookingModel.Anchored = false
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to quote me: I have this model being moved by a body velocity, and because of that, it can't be anchored ScriptsAhoy 202 — 8y
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And with that, it would be weird, it would move, stop, move, stop. ScriptsAhoy 202 — 8y
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Ah. hunterthegreat100 18 — 8y
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Answered by 8 years ago

Fixed it. Thanks to Perci1, who suggested that i turn PSGPhysicsSolverEnabled to true, it already was true, so I set it to false, and lo and behold, the model didn't ping off when I stepped on it.

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