Currently when im testing in Studio, whenever i shoot at a test-boat to see how it destroys, the seat still continues to function perfectly fine even though everything around it is completely obliterated (i kinda made the power of my test-cannons a pretty high as well...the Force is about... 18,000,000... lol)
Here is the boat script i have:
seat = script.Parent gyro = seat.BodyGyro pos = seat.BodyPosition vel = seat.BodyVelocity pos.position = seat.Position gyro.cframe = seat.CFrame speed = 0 ready = true wait() seat.Anchored = false function move(property) if property == "Steer" then if not ready then return end ready = false steer = seat.Steer while steer ~= 0 do steer = seat.Steer if steer == 1 then gyro.cframe = gyro.cframe * CFrame.fromEulerAnglesXYZ(0,-.1,0) elseif steer == -1 then gyro.cframe = gyro.cframe * CFrame.fromEulerAnglesXYZ(0,.1,0) end wait() vel.velocity = seat.CFrame.lookVector * speed end ready = true elseif property == "Throttle" then throttle = seat.Throttle while throttle ~= 0 do if throttle == 1 and speed < seat.MaxSpeed then speed = speed + 1 elseif throttle == -1 and speed > 0 then speed = speed - 1 end wait() vel.velocity = seat.CFrame.lookVector * speed end end end seat.Changed:connect(move)
Group the Boat with your seat and then
seat.Parent:Destroy()