So I know you can use like big numbers like 1/20 to get .05, and keep upgrading that number to slow it down more as it goes up. But the sink/float parts to using just this method don’t look smooth. What can I do?
Here’s a little snippet of code I was trying to do to make the part float up and down smoothly:
if float and upNum + 20 >= 500 then
sink=true
float=false
print'sink time'
else
if float then
upNum = upNum + 20
end
end
if sink and upNum - 20 <= -500 then
float=true
sink=false
print'up time'
else
if sink then
upNum = upNum - 20
end
end
Paw.CFrame = (Paw.CFrame + Paw.CFrame.LookVector * .5) -- - Vector3.new(0,.01/upNum,0)
if upNum > 0 then
if float then
Paw.CFrame = Paw.CFrame + Vector3.new(0,10/upNum,0)
elseif sink then
Paw.CFrame = Paw.CFrame - Vector3.new(0,10/upNum,0)
end
end
end
Ok do you want it to move up and down infinitely WITHOUT stopping? if so you can use this
local repeatamount = 20 -- change till it moves as much as you want. (Can only be whole numbers)
local waittime = 5 -- change to time to wait before moving again
local brick = script.Parent -- You can change this to the brick to move
while true do
for i = 1, repeatamount do
brick . Cframe = brick.CFrame + brick.CFrame.UpVector * .1
wait()
end
wait(waittime)
for i = 1, repeatamount do
brick . Cframe = brick.CFrame + brick.CFrame.UpVector * -.1
wait()
end
wait(waittime)
end
This really wouldn’t look very smooth. I would recommend using the math.sin or math.cos methods to determine the upwards/downwards offset of the part.
This would look something like this:
local amplitude = 3 -- offset on both sides
local magnitude = 2.5 -- time it takes to move from the bottom -> top, and top -> bottom
local part = workspace:WaitForChild("Part")
local defaultCFrame = part.CFrame
game:GetService("RunService").Stepped:Connect(function()
part.CFrame = defaultCFrame + Vector3.new(0, amplitude*math.sin(tick()*math.pi/magnitude), 0)
end)
Basically what this does is it calls sin(x) where x = tick() * math.pi / magnitude.
We set x equal to this because it gets the current time, multiplies it by pi to make the code iterate such that 1 second = the movement from the middle to the top, and then back down to the middle, which effectively makes the movement from the bottom to the top, and the top to the bottom both 1 seconds each. It then divides it by the magnitude so that the amount of time it takes to get from the bottom to the top is equal to the magnitude.