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  1. 7 sie 2023 · So I’m trying to make a part to not slide on an angle wedge. I set part assemblylinearvelocity to 0 and it still sliding. How do you fix that issue?

  2. 19 lip 2021 · I use the following equation to calculate it. MaxSpeed * MoveVector.Z. My vehicle uses gears, which set the max speed every time the vehicle shifts to a new one (along with torque). This works, but, the max speed is always higher than what I set it to.

  3. This code sample fires a part from one position toward another. It calculates the velocity needed to reach the destination in time, and applies an anti-gravity effect using a BodyForce. In addition, it adds a Trail to better visualize the path of the projectile as it arcs through the air.

  4. 24 kwi 2022 · This can be useful because if you divide the direction the part is moving in (assuming that it’s either forward or backwards), it will return the direction it’s travelling. Lets say LookVector is [1, 0, 0] and the Velocity is [-20, 0, 0]. You would get a result of [-20] from running this code.

  5. 8 sty 2021 · I’m pretty sure you can use HumanoidRootPart and CurrentCamera. (similar to how the ‘Head faces where camera is facing’ mechanic) Essentially what I want to accomplish is to make the player automatically slide down any slope, and change the speed of the Body based on the steepness.

  6. BasePart is an abstract base class for in-world objects that render and are physically simulated while in the Workspace. There are several implementations of BasePart, the most common being Part and MeshPart. Others include WedgePart, SpawnLocation, and the singleton Terrain object.

  7. 3 sty 2022 · You have to set the network owner of the part to the server, then put the AsseblyLinearVelocity to 0, and finally give the networkship back to the player. The code should look something like this: part:SetNetworkOwner(); part.AssemblyLinearVelocity = Vector3.new(0, 0, 0); part:SetNetworkOwner(player);

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