local RP = Instance.new("RocketPropulsion") -- Rocket Propulsion RP.Parent = monster.HumanoidRootPart -- Parent RP.Name = "mover" -- Name RP.MaxSpeed = 7.5 -- How fast it goes for i = 1,#list do if list[i].Name == "Point" and list[i].order.Value == 2 then -- Find Next Location RP.Target = list[i] -- Set Target local part1 = monster.HumanoidRootPart local part2 = list[i] part1.BodyGyro.CFrame = part2.CFrame -- make it stay up strait end end local bforce = Instance.new("BodyForce",monster.HumanoidRootPart) - body force local maxMass = 0 -- total mass of model local blist = monster:GetChildren() for i = 1,#blist do maxMass = maxMass + blist[i]:GetMass() -- add masses of each part together end bforce.Force = Vector3.new(0,workspace.Gravity * maxMass,0) -- cancel gravity RP:Fire() -- cause model to move
So i'm using rocket propulsion to make a model move but when slowed to a certain amount it starts to sink so I decided body force was the best option to cancel the effects of gravity(Tested by removing RP:Fire() model isn't affected by gravity)
But the problem is the rocket propulsion is overriding the body force so it still sinks when slowed to a certain amount.
So the question is: Is there a way to either cancel rocket propulsion force in the Y-Axis or to have bodyforce move to certain points on the map?