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How would I completely negate all forces acting on a part?

Asked by 7 years ago
Edited 7 years ago

So, I'm making a water bottle flip game dead trend ik. Anyway I've made it so that if the bottle touches the table it resets. It only does not reset if the bottom of the bottle touches the table(which is a separate part, part2 in this case.) the thing is part2 is only there for verification however it needs to rotate with the bottle in order to do that.

at the moment part2 impacts the flip as shown in this video

https://www.youtube.com/watch?v=81fC1N6wiXQ&feature=youtu.be

is there anyway to prevent this from happening or specifying the bottom surface of the bottle (which is a union)

--variables
secs = 0
ply = game.Players.LocalPlayer
mouse = ply:GetMouse()
go = false
part = game.Workspace.WBM.Union
part2 = game.Workspace.WBM.Part
secs = 0.3
win = false
start = false

--NEED TO EDIT PROPERTY OF PART2 TO MAKE IT HAVE NO EFFECT ON BOTTLE

--creates function
function Up()
    part.CFrame = part.CFrame + Vector3.new(0,secs,0)
end







--leftROTATON

function Leftmove()
    part.CFrame = part.CFrame * CFrame.Angles(0.1,0,0)
end







--RightRotation



--creates loop
while true do
mouse.Button1Down:connect(function()
    go = true
    start = true
    part.Anchored = true 
    part2.Anchored = true
end)

mouse.Button1Up:connect(function()
    go = false
    start = true
    part.Anchored = false
    part2.Anchored = false--edited
end)

if go == true and start == true then--up motion
    Up()
    Leftmove()
else if go == false and start == true then 
    Leftmove()--down motion
    wait(0.01)
    part2.BodyThrust.force = Vector3.new(0,0,0)
    Instance.new("BodyForce",part2).force = Vector3.new(0, part2:GetMass(), 0)

end

game.Workspace.WBM.Union.Touched:connect(function(hit)
    local find = hit.Parent:FindFirstChild("top")
    if find ~= nil then
        part.CFrame = CFrame.new(12.37, 2.98, -19.72)
        win = false
        part.Anchored = true
        game.Workspace.WBM.Part.Anchored = true
        go = false
        start = false
        wait(0.01)
    else
        win = true
    end
end) --- need to use variable, left from movement script somehow

wait(0.01)
end
wait()
end









--rotation













sorry for the lengthy read, any help is appreciated :D

0
Weld it to the bottle? cabbler 1942 — 7y
0
I already did that RenderingPixel -5 — 7y

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