BodyPosition issues

I’ve been lately experiencing an issue with BodyPosition slowly moving down.
I cannot use AlignPosition. They require Attachments, and in my specific case I shouldn’t use them.
I’m using set, anchored, non-collideable parts as targets.
Heres the BodyPosition;
vfds
Here’s the snip that spawns the entity;

Zombie:SetPrimaryPartCFrame(workspace.Map.Run["0"].CFrame); --0 is one of the parts I mentioned

Here’s the small snippet that changes the target; (and it does run fine)

script.Parent.BodyGyro.CFrame = workspace.Map.Run:WaitForChild(script.Path.Value).CFrame;
script.Parent.BodyPosition.Position = workspace.Map.Run:WaitForChild(script.Path.Value).Position;

Any solutions?

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You’ve set the Y component of MaxForce equal to the acceleration due to gravity. Force is acceleration multiplied by mass, so to prevent an object from being brought down by gravity, you’d need to multiply that acceleration (196.2) by the mass of the object you’re trying to keep in the air.

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Your MaxForce just isn’t high enough to lift the object.

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Thank you for this. I used Massless on each part, is that just not enough?

I don’t have much experience with Massless, but I just used GetMass() on a part with Massless = true and still got a positive mass.

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Massless only works on parts are part of an assembly iirc.

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Even an unlimited limiter on the MaxForce (the Height specifically) still yielded in them going downwards.
Also using the mass of the all of the parts times the BodyPosition did as well. I don’t think it is MaxForce.
(that may of been part of it, though)
The objects go directly under the map, but dont go any farther under.
For reference, all of the parts are anchored, there are no scripts telling the Position to be go downwards.

Heres an image : (and those little tiny dots are the assembly-parts)
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This is the result of your power also not being high enough. Set it to something like 5000 or 10000, but not infinite.

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