So I've asked this before but found no answer so I'll try one last time.
The Problem
I have a sentry model that moves from Point A to Point B, but when it is hit by a slowing attack it starts to sink below the baseplate.
It needs CanCollide set false so it doesn't interact weirdly with the map or player. I have tried with collision groups but they didn't always work and sometimes knocked the sentry off course instead of sinking.
I've tried getting the mass of each part with GetMass() then adding a body force to counteract gravity
(bodyforce.force = Vector3.new(0,totalMass * workspace.Gravity,0)
- but I think rocket propulsion is interfering with it so it just floats instead of sinking.
So is there a fix to this or a body mover that isn't affected by gravity(so it won't sink no matter the speed) and can move to certain positions on the map with adjustable speed that I don't know about?
I don't want to increase the overall speed of the sentry since its current speed is perfect so to speed it up I'd need to speed up the entire pace of the game.
The script is fairy simple i'm not in studio at the moment but I can write the gist of it here:
RP.Target = workspace.Part
RP.MaxSpeed = 6.5
RP:Fire()

4 comments
try increasing the max torque or setting the values to "INF"
Ok I'll try that when I get back to my computer
Increasing torque did not work(set to INF)
well, i have never used a rocket propulsion before, so mine as well ask someone who is a pro with body movers? im just taking this from body position and gyros