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Moving the character model linearly?

Asked by 6 years ago
Edited 6 years ago

In many fighting games on roblox, classes usually have methods of mobility that would break the normal bounds of roblox physics. (Eg, dashing forward in a straight line. or Jumping in a perfect U shape, etc.) Examples being games such as Elemental Battlegrounds Maybe they're using body forces? https://gyazo.com/1cbca68d8e49b8d9db808be21c20d69d https://gyazo.com/ca216aef9235b63d95febe3d756aa92f but in games like Black Magic, Strife, Critical Strike https://gyazo.com/ea534293ebcdb88f84f53baa8818696e (Gyazo Machine Broke) many of the characters seem like their moves aren't possible with body forces and Animation Editor Animations...?

Especially considering when I look at codes from free model classes such as these I see large chunks of code that look something along the lines of this.

local AnimSpeed = .4
                HWeld.C0=clerp(HWeld.C0,Cf(0,-1,0)*Euler(rad(0),0,0), AnimSpeed)
                HWeld.C1=clerp(HWeld.C1,Cf(0,0,0)*Euler(0,0,0), AnimSpeed)
                WepWeld.C0=clerp(WepWeld.C0,Cf(0,0,0)*Euler(rad(-90),0,0), AnimSpeed)
                WepWeld.C1=clerp(WepWeld.C1,Cf(0,0,0)*Euler(0,rad(0),0), AnimSpeed) 
                FRightShoulder.C0=clerp(FRightShoulder.C0,Cf(1.5,0.5,0)*Euler(0,0,rad(80)), AnimSpeed)
                FRightShoulder.C1=clerp(FRightShoulder.C1,Cf(0,0.5,0)*Euler(rad(-10),0,0), AnimSpeed)
                FLeftShoulder.C0=clerp(FLeftShoulder.C0,Cf(-1.5,0.5,-.1)*Euler(rad(-30),0,rad(-25)), AnimSpeed)
                FLeftShoulder.C1=clerp(FLeftShoulder.C1,Cf(0,0.5,0)*Euler(0,0,0), AnimSpeed)
                Neck.C0=clerp(Neck.C0,NNC0 *Euler(0,0,rad(30)), AnimSpeed)
                Neck.C1=clerp(Neck.C1,NNC1 *Euler(0,0,0), AnimSpeed)
                FRootJoint.C0=clerp(FRootJoint.C0,Cf(0,-1.2,0)*Euler(rad(-20),rad(-30),0), AnimSpeed)
                FRootJoint.C1=clerp(FRootJoint.C1,Cf(0,-1,0)*Euler(0,0,0), AnimSpeed)
                FRightHip.C0=clerp(FRightHip.C0,Cf(1.5,-1,0)*Euler(rad(-20),rad(-10),rad(10)), AnimSpeed)
                FRightHip.C1=clerp(FRightHip.C1,Cf(1,1,0)*Euler(0,0,0), AnimSpeed)
                FLeftHip.C0=clerp(FLeftHip.C0,Cf(-1.5,-.6,0)*Euler(rad(16),rad(30),rad(-10)), AnimSpeed)
                FLeftHip.C1=clerp(FLeftHip.C1,Cf(-1,1,0)*Euler(0,0,0), AnimSpeed)

Any Ideas?

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Answered by 6 years ago
Character:SetPrimaryPartCFrame(Character.PrimaryPart.CFrame+Vector3.new(1,2,3))

Just add a vector onto the characters HRP

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