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)

1 comment
So....where exactly? I already have them grouped and stuff, cause thats the first thing i tried.... When simply i pasted that into my script, all it did was destroy the boat as soon as spawned