(A-Chassis) Anti-Loop Plugin

Howdy! This is one of my first A-Chassis plugins, and it’s called the Anti-loop plugin.

What does it do?
There’s this minor bug that not even a developer (as far as I observed) that uses A-Chassis had ever fixed aside from anchoring the vehicle, and that’s where it accelerates endlessly if you exit the vehicle while accelerating.

if you don’t get what I’m saying, I made a video for the plugin.

Here are a few things to note just in case you think that it doesn’t work:
• There must be a part inside one of the wheels called “#AV” when you run the experience
• The faster you go, the more time it takes to slow down unless AutoStart is disabled.
• I tested this plugin on the 6.81, 1.4, and 1.5 builds of A-Chassis Version 6.

I don’t know why nobody thought of this before even though it’s pretty easy to do, and I hope that nobody will encounter this bug in the future a-chassis versions since it’s kinda lame that you’d get stranded when you accidentally pressed exit while accelerating.

Thank you for reading this topic and have a nice day!

23 Likes

wow thanks and good job i am definitely going to use this next time :+1:

1 Like

I’ve tried asking around the a-chasis group for a fix for this problems but snarky kids that don’t know what they’re talking about always shutdown a solutions by saying “ThAt’s hOw cArs wOrk iN reAl LiFe!!11111”

thank you for this plug-in

Hey, thank you for the contribution. However, the script doesn’t works to me. I’m using A-Chassis 6.52S2. Maybe it is up-to-date? Can you post a new version? Thank you.

ps: there isn’t any instance named #BV on my car wheels, and the script looks for it

Also I get this error:

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i know this was 3 months ago but you maybe still need the fix, i managed to fix this, heres the new script:


local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])

car.DriveSeat.ChildRemoved:connect(function(child) 
	if child.Name=="SeatWeld" and child:IsA("Weld") then 
		for i, v:Part in pairs(car.Wheels:GetChildren()) do
			if v.Name == "FL" then
				v["#AV"].AngularVelocity = Vector3.new(0,0,0)
			end
			if v.Name == "FR" then
				v["#AV"].AngularVelocity = Vector3.new(0,0,0)
			end
			if v.Name == "RL" then
				v["#AV"].AngularVelocity = Vector3.new(0,0,0)
			end
			if v.Name == "RR" then
				v["#AV"].AngularVelocity = Vector3.new(0,0,0)
			end
		end
	end 
end)

also you have to create in all of the wheels a part called “#AV”, and parent the parts inside the group named “Parts” inside the wheels, make the parts smaller than the wheels so 1,1,1 would do, (note this script may not work on all a-chassis updates im currently using 6.52S2)

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Yes, I still need the fix. Thank you for the help. This should work but when I tested it, the AngularVelocity is not being changed, I already checked the script and everything seems ok. I don’t know why the AngularVelocity isn’t changed.

Edit: here is some screenshots showing the code (“working”) but the value isn’t changed:

--Driver Leave
car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") then
		--Remove Flip Force
		if car.DriveSeat:FindFirstChild("Flip")~=nil then
			car.DriveSeat.Flip.MaxTorque = Vector3.new()
		end

		--Remove Wheel Force
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v:FindFirstChild("#AV")~=nil then
				if v["#AV"]:IsA("BodyAngularVelocity") then
					warn('Removing AngularVelocity and MaxTorque from ',v)
					v["#AV"].AngularVelocity = Vector3.new(0,0,0)
					v["#AV"].MaxTorque = Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce)
					warn('Removing AngularVelocity and MaxTorque from ',v)
				end
			end
		end
	end
end)

#AV values (didn’t change)
image

apologies for the late response, but i found an ever better way from using this one because, even when it worked for me this “solution” took a long while before the car fully stopped, instead ill link you the fix in a different dev forum

this might not be the exact one i found the solution on, but its the same solution.

2 Likes

I think I already tested this in the past but I don’t remember why it didn’t work, but this time, it worked! :slightly_smiling_face:

Now, the smoke effect still exists even after the car fully stops, but this is a different problem from a different plugin :stuck_out_tongue_winking_eye:

image

Thank you for the help! Problem solved.

1 Like

glad to help!!

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