Roblox studio objects not moving straight12/15/2023 ![]() So the primary part moves, the welded parts doesn’t and the welds are still here … Confusing ? yes I’m kinda lost hahaha But the welded parts act as if the bodyposition wasn’t destroyed and stay at the same place (they don’t move at all). ![]() I destroyed the bodyposition (on the client) but didn’t anchor the primarypart (reminder each part in the model isn’t anchored) and I’m setting the position of the primaryPart in an heartbeat event to be around the character. It acted as I wanted, but I don’t want the bodyposition, which is actually causing me problem. At first my problem was solved when I didn’t anchor the part (on the client) and didn’t destroy the bodyposition of the primarypart (on the client). At the same time, exploiters can’t customly move the parts, because they are bound to one anchored part, to which, as previously said, physics simulation doesn’t apply.Īnother alternative to moving models without welds is using :SetPrimaryPartCFrame(), which is useful, but not ideal for rapid moving and spinning, because for some reason parts slowly drift appart. That will keep the distance between them and not pull them closely together. Otherwise, you can have one anchored primary part and multiple unanchored parts welded to it. I mentioned BodyVelocity, because it only works with the unanchored parts (to which physics can apply). Would you mind telling where the catch was? Unless you need to use offset properties (C0 and C1), which you can find in classical welds, I suggest you use WeldConstraints, which are their successor. Certain parts have to be unanchored, and since you are using BodyVelocity, it seems like you need to unanchor every involved part.ĮDIT you found the solution. ![]() Have you taken care of anchoring? Most likely that is the issue.
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