Correct.
God damn the character limit.
Correct.
God damn the character limit.
Hmm. If you want them to not fall down you can simply make a vector force that is pointing upwards that is the same as the force pulling the player down.
local OBJECT = workspace.Part
local OBJECT_MASS = OBJECT:GetMass()
-- Let's say there is already a vector force inside the part attached to it.
OBJECT.VectorForce.Force = Vector3.new(0, workspace.Gravity * OBJECT_MASS ,0) --Formula is F = ma
F = ma
Fres = ma – we do not want it to move so a = 0
Fres = 0 – We know the acceleration gravity * mass is the force
Gravity * m +or- CounterForce = 0 – We simply have to find the solution to C
Gravity * Mass = +or- CounterForce
If you want the player to slow down and then stop maybe you would have to use a different method to move the player like BodyPosition or Tweening instead of VectorForce.
local TS = game:GetService("TweenService")
function pushChar(charToPush, pushPoint: Vector3)
local HRP = charToPush.HumanoidRootPart
local dir = (HRP.Position - pushPoint).unit --direction to push them in
local pushForce = 120 --Force character is being pushed at
local pushDuration = 0.5 --Amount of time the force is applied
local BV = Instance.new("BodyVelocity")
BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
BV.Velocity = dir * pushForce
BV.Parent = HRP
local slowDown = TS:Create(BV, TweenInfo.new(pushDuration, Enum.EasingStyle.Linear), {Velocity = Vector3.new()})
slowDown:Play()
wait(pushDuration)
local BP = Instance.new("BodyPosition")
BP.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
BP.Position = HRP.Position
BP.Parent = HRP
BV:Destroy()
--BP:Destroy() when u want them to stop floating
end
@anon53193547 It looks like you’ve been using the code. I’d greatly appreciate it if you could mark it as solution
Right! I totally forgot Haha.
Char Limit