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Rocket Propulsion Sinking Beneath Base Plate? Help!

Asked by 2 years ago
Edited 2 years ago

So I tried asking this question earlier but I think I was unclear so here it is:

  • Sentry moves in a simple route from point A-B-C-D-A-etc but when slowed to a certain amount it starts to sink beneath base plate(slows are essential to gameplay)

  • The only solutions I've found are having a minimum speed(but that would mean increasing speed of sentries since current seems to be min which I don't want)

  • And increasing model size strangely seems to prevent the sink but I don't want larger models since they interact weirdly with the map

  • I've tried to counteract the sink by removing the gravity on the model using bodyforce and workspace gravity alter both failed and it still sank at the same rate(tested on player and both stopped effects of gravity on it)

If it helps here's the block of code used to set up the rocket propulsion

local RP = Instance.new("RocketPropulsion")  
RP.Parent = monster.HumanoidRootPart
RP.Name = "mover"           
RP.MaxSpeed = game.Lighting.MonsterLevels:FindFirstChild(monster.HumanoidRootPart.Level.Value).Speed.Value / 10

Is there some way to prevent the sink using rocket propulsion properties or is there a better body mover to use that doesn't have these drawbacks?

0
Have you tried creating a counter force which pushes the thing you want to move up enough to equalize the sinking? AgencyDrone 0 — 2y
2
Why are you using Lighting as storage. Don't do that. User#19524 170 — 2y
0
I've tried a counter force but I'm not sure how to calculate the sinking to equalize the forces so it just floats instead chaos2022 43 — 2y
0
Use GetMass(). AgencyDrone 0 — 2y
View all comments (10 more)
0
I've also tried multiplying the mass by gravity to no avail: bodyForce.Force = Vector3.new(0,totalMass * game.Workspace.Gravity,0) chaos2022 43 — 2y
0
Shouldn't the lift from rocket propulsion also make calculating upward force with GetMass() inaccurate? chaos2022 43 — 2y
0
This might be a hack but you could set the position.y to the same number every once in a while to undo sinking (if the ground is always flat) OBenjOne 190 — 2y
0
I remember you said you didn't want to make it can collide because players might interfere with the movement, but you could use collision groups to make it be able to collide with the ground but not other things OBenjOne 190 — 2y
0
If the model sinks with can collide on I have no idea why. But then again I don't know much about humanoids... OBenjOne 190 — 2y
0
I'll check out collision groups(the ground isn't always flat it has to go up hills and such) chaos2022 43 — 2y
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Collision groups fixed it, it's not perfect since the monster is pushed off course instead but redirects itself eventually chaos2022 43 — 2y
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Never mind collision groups is to limited and some sentries end up colliding with everything chaos2022 43 — 2y
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try the position.y thing OBenjOne 190 — 2y
0
you could even do it on every render step. It would basically be locked in a plane! OBenjOne 190 — 2y

1 answer

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0
Answered by
A_thruZ 29
1 year ago
Edited 1 year ago

Maybe try making the sentry a Character? Then you can use moveTo(x, y, z) for the movement. Add parts to the sentry that are named specifically:

  • Right Arm
  • Left Arm
  • Head
  • HumanoidRootPart(invisible)
  • Left Leg
  • Right Leg
  • Torso And also add a Humanoid to control movement.
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