this script that is supposed to change the models position only work in studio, but not ingame.
please help
script:
local s = script.Parent
local d = s.Parent.m.BodyVelocity
local e = d.Parent.statslol
local isincar = false
local uis = game:GetService("UserInputService")
d.MaxForce = Vector3.new(0,0,e.Acceleration.Value) * 10000
function yes(y)
if y == "Throttle" then
d.Velocity = Vector3.new(0,0,e.TopSpeed.Value) * s.Throttle
end
end
s.Changed:Connect(yes)
s.ChildAdded:Connect(function(c)
isincar = true
s.Value.Value = c.Part1.Parent
end)
s.ChildRemoved:Connect(function()
isincar = false
end)
uis.InputBegan:connect(function(k)
if k.KeyCode == Enum.KeyCode.Space then
if not isincar then
return end
d.Parent.DriftSound.Playing = true
d.Parent.Parent.p.Smoke.Enabled = true
d.Parent.Parent.pp.Smoke.Enabled = true
s.Parent:SetPrimaryPartCFrame(s.Parent.m.CFrame * CFrame.Angles(0,-1,0) + Vector3.new(-15,0,0))
end
end)
uis.InputEnded:connect(function(k)
if k.KeyCode == Enum.KeyCode.Space then
if not isincar then
return end
d.Parent.Parent.p.Smoke.Enabled = false
d.Parent.Parent.pp.Smoke.Enabled = false
d.Parent.DriftSound.Playing = false
s.Parent:SetPrimaryPartCFrame(s.Parent.m.CFrame * CFrame.Angles(0,1,0) + Vector3.new(13,0,0))
end
end)
thanks

1 comment
It's most likely an issue with FilteringEnabled. Look into it