Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
1

How to make character walk on a slope correctly?

Asked by 6 years ago
Edited 6 years ago

I need help with making this script affect the torso of the character, instead of a random part.

What I'm trying to do, is this https://twitter.com/egomoose/status/740277001244774400

This script below does the same, but to a part created by an instance. Help?

Trying to make this script do the same thing as...

local mouse = game.Players.LocalPlayer:GetMouse()
local moveModel = game.Players.LocalPlayer.Character;
-- don't detect the model we're moving
mouse.TargetFilter = moveModel


local c = moveModel;
local hrp = c:WaitForChild("HumanoidRootPart")
local j = hrp:WaitForChild("Root Hip")
local orig = j.C0

function placeAtMouse()
    -- make sure the mouse is pointing at something
    if mouse.Target then
        -- where we cast our ray from (shifted slightly up so the ray will hit the surface we're hovering)

    local point = moveModel.Torso.Position;

    local ray = Ray.new(
                moveModel.Torso.Position,
                Vector3.new(0, -10, 0)
            )
local hit, pos, normal = workspace:FindPartOnRay(ray, moveModel)
    if hit ~= nil then
        local origin = point + Vector3.new(0, 0.1, 0)

        -- cast our ray and get our normal, which is a unit vector
        local ray = Ray.new(origin, Vector3.new(0, -1, 0))

        -- get the perpendicular vector and the angle between the two
        local cross = Vector3.new(0, 1, 0):Cross(normal)
        local angle = math.asin(cross.magnitude) -- division by 1 is redundant
    print(angle)
local savedCFrame = moveModel.Torso.Orientation;


j.C0 = orig*CFrame.fromAxisAngle(cross.magnitude == 0 and Vector3.new(1) or cross, angle)

brick.CFrame = part.CFrame 


    local newCFrame;

    end
    end
end

This script down here!!!



local player = game:GetService("Players").LocalPlayer; local character = player.CharacterAdded:wait(); local torso = character:WaitForChild("HumanoidRootPart"); function drawray(ray, parent) local part = Instance.new("Part", parent or game.Workspace.CurrentCamera); part.FormFactor = Enum.FormFactor.Custom; part.Material = Enum.Material.Neon; part.Size = Vector3.new(.2, ray.Direction.magnitude, .2); part.CFrame = CFrame.new(ray.Origin + ray.Direction/2, ray.Origin + ray.Direction) * CFrame.Angles(math.pi/2,0,0); part.Anchored = true; part.CanCollide = false; part.BrickColor = BrickColor.new("Bright red"); --Instance.new("SpecialMesh", part); return part; end; local part = Instance.new("Part"); part.Anchored = true; part.CanCollide = false; part.FormFactor = Enum.FormFactor.Custom; part.Material = Enum.Material.Neon; part.Size = Vector3.new(2, 1, 2); part.TopSurface = Enum.SurfaceType.Smooth; part.BottomSurface = Enum.SurfaceType.Smooth; part.BrickColor = BrickColor.Green(); function init() local ray = Ray.new(torso.Position, Vector3.new(0, -50, 0)); local hit, pos, normal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(ray, {character}); local cross = normal:Cross(Vector3.new(0, 1, 0)); local angle = math.asin(cross.magnitude); local lateral = torso.CFrame - torso.CFrame.p; local new = part new.Name = "Part1" new.Parent = character new.CFrame = CFrame.new(pos) * CFrame.fromAxisAngle(cross == Vector3.new() and Vector3.new(1) or cross, -angle) * lateral; end; print("Hello") game:GetService("RunService").RenderStepped:connect(function() init(); end);

Answer this question