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?
