From my previous thread about body movers, I had gotten a suggestion to use angular velocity instead of body gyro to rotate a part. AngularVelocity.AngularVelocity still changes however the model doesn’t move. https://gyazo.com/1276ecf4db2748fbcf36228e7ee13ded
Local script
userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.W then
WHeld = true
end
end)
while wait(0.2) do
SubRootPart.BodyVelocity.Velocity = SubRootPart.CFrame.LookVector * SubRootPart.BodyVelocity.Velocity.Magnitude
if WHeld == true then
SubRootPart.AngularVelocity.AngularVelocity = Vector3.new(100, 0, 0)
end
end
Is ANY Part of the sub Anchored? If yes, then it won’t move.
Also, how Dense are your Parts? If they are really heavy then they the forces may not be enough to rotate them. Try checking all the Parts Massless boxes in the Property ‘Behaviour’ dropdown.
No that doesn’t seem to be it. Should I use body gyro or body angular velocity instead?
I’m more reluctant on using body gyro as I’m already using it to prevent the submarine from rolling.
With your BodyGyro, what do you have the Forces set to?
If you’ve got them set to something like 10000000000000000,1000000000000000,100000000000000 then your AngularVelocity probably won’t be effective. You’re probably best off to set the BodyGyro Y value to 0 to allow it to rotate as well.
That’s what I meant when I suggested using the BodyGyro above, but setting the middle value (the Y value) of the Gyro to 0 so the AngularVelocity is able to spin it.
I think yeah, the body position thing might be the cause, and yeah scottifly is right, if you set up bodygyro/BodyVelocity (I dont know which one anymore) it will make it float even if unanchored