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?
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: