This is what I’m trying to achieve. I have tried ballsocketconstraints, which worked but they were spinning all the time.
Just an idea on how this can be done!
Thanks in advance
This is what I’m trying to achieve. I have tried ballsocketconstraints, which worked but they were spinning all the time.
Just an idea on how this can be done!
Thanks in advance
Do you mean the goal net? i’m a bit confused on what you mean
You could cast a ray between the old position of the ball to the new one every task.wait()
on the server, and check if the ray detected the goal net’s bounding box.
Alternatively, you could use .Touched
or run a loop on the server that checks if the ball is inside the goal net’s bounding box.
Goal.Touched:Connect(function(Touched)
if Touched == SoccerBall then
print("Woah that's awesome!!!!!!!!!!!")
end
end)
-- or
while true do
local Parts = workspace:GetPartsInPart(Goal)
for _,Part in pairs(Parts) do
if Part == SoccerBall then
print("Wow that's awesome too!!!!!!!")
end
end
task.wait()
end
Bro’s fr a real loser
Did he mean the goal net or the kicking of the ball into the goal
oh crap actually i think it’s about the model
man its 2 am
I think he’s referring to the net animating
If you mean the goal net, which is inside the goal, you could use something in blender called smart bone
Or you could also make many parts and connect them to each other using welds or something else
Sorry I wasnt checking up on my messages. Yes I am refering to the net moving around like that. Sorry for all the confusion.
Well, i already gave a reply, i dont exactly know if its the exact same thing cause i have no idea how physics work
but i think it has some connection to what you’re trying to make, so good luck
Thank you very much, I’ll mark it as the solution.
Have a nice day
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