I wanted signs, Street Light and others, you can crash into them, but as for me, if I turned off the collision, it would be boring. But in the video they stuck in the car or don’t collide:
robloxapp-20230106-1339187.wmv (2.0 MB)
You can help me if you want, I’m not forcing you. If you think this is not possible, or you need something different, tell me! You can write a script for me if you want!
can you convert the video into an mp4?
I feel like that is going to be a network ownership issue, try setting the signs and streetlights and whatever else’s network ownership to nil and see if anything changes.
Oh ok. Sorry, But I’m weak at scripts
local Destroyer = script.Parent.Start -- Wheres start destruction
db = false
object = script.Parent
if (object ~= nil) and (object ~= game.Workspace.StreetLight) then
model = object
backup = model:clone()
waitTime = 25 --Time in seconds to wait between regenerations
Destroyer.Touched:Connect(function()
if not db then
db = true
Destroyer.Sound:Play()
script.Parent.Light.BrickColor = BrickColor.Black()
script.Parent.Light.PointLight.Enabled = false -- Destruction Elements
wait(waitTime) -- Waiting for regenerate
model:remove() -- Removes Object
wait(0)
model = backup:clone() -- Make a new full Regenerated Model
model.Parent = game.Workspace.StreetLight -- Where will be Reginerated
model:makeJoints() -- Weld
db = false
end
end)
end
More than 10 MB, the video showed that the car crashes into a Street Light but passes through or hits and does not fall
nvm reread it, wouldn’t it just make the object not have lights anymore when crashed into?
then you wait 25 second and the object is removed
also why use script.Parent.Light.Brickcolor and not just object.Light.Brickcolor?
I actually have a script that does this, except it is on dummies. It basically ragdolls them. Do you want to see it? You can copy and paste it however you would like and make it work for your own game lol
Of course, I will look and redo if there are any issues.
Alright, let me get it real quick. Here it is:
--[[--~~~ Arsenal Ragdoll Script/Engine by rl905992 ~~~--
Please give me credit
if you use this
--]]
----- do not touch unless if you want to modify some stuff. -----
function createnocollider(p0,p1,parent)
local nocollide=Instance.new("NoCollisionConstraint")
nocollide.Part0=p0
nocollide.Part1=p1
nocollide.Parent=parent
-- print("Made nocollision with attachments named "..p1.Name.." and "..p1.Name..", which parents are "..p0.Parent.Name.." and "..p1.Parent.Name)
end
function createconstraint_ballsocket(parent,a0,a1, islimitsenabled,upperangle, istwistenabled,twistlimitu,twistlimitl)
local constraint=Instance.new("BallSocketConstraint")
constraint.Name=a0.Name.." Joint"
constraint.Attachment0=a0
constraint.Attachment1=a1
constraint.LimitsEnabled=islimitsenabled
constraint.UpperAngle=upperangle
constraint.TwistLimitsEnabled=istwistenabled
constraint.TwistUpperAngle=twistlimitu
constraint.TwistLowerAngle=twistlimitl
constraint.Parent=parent
-- print("Made constraint with attachments named "..a0.Name.." and "..a1.Name..", which parents are "..a0.Parent.Name.." and "..a1.Parent.Name)
end
function createconstraint_hinge(parent,a0,a1, islimitsenabled,upperangle,lowerangle)
local constraint=Instance.new("HingeConstraint")
constraint.Name=a0.Name.." Joint"
constraint.Attachment0=a0
constraint.Attachment1=a1
constraint.LimitsEnabled=islimitsenabled
constraint.UpperAngle=upperangle
constraint.LowerAngle=lowerangle
constraint.Parent=parent
-- print("Made constraint with attachments named "..a0.Name.." and "..a1.Name..", which parents are "..a0.Parent.Name.." and "..a1.Parent.Name)
end
function getAttachment0(attachmentName)
for _,child in next,script.Parent:GetChildren() do
local attachment = child:FindFirstChild(attachmentName)
if attachment then
return attachment
end
end
end
function ragdoll()
print'ragdoll on'
local char=script.Parent
local hum=script.Parent.Humanoid
local hed = script.Parent.Head
local utor = script.Parent.UpperTorso
local ltor = script.Parent.LowerTorso
local luarm = script.Parent.LeftUpperArm
local llarm = script.Parent.LeftLowerArm
local lh = script.Parent.LeftHand
local ruarm = script.Parent.RightUpperArm
local rlarm = script.Parent.RightLowerArm
local rh = script.Parent.RightHand
local luleg = script.Parent.LeftUpperLeg
local llleg = script.Parent.LeftLowerLeg
local lf = script.Parent.LeftFoot
local ruleg = script.Parent.RightUpperLeg
local rlleg = script.Parent.RightLowerLeg
local rf = script.Parent.RightFoot
local bodyparts={hed,utor,ltor,ruarm,luarm,rlarm,llarm,rh,lh,rf,lf,ruleg,luleg,rlleg,llleg,rf,lf}
--[GeneralGBLue's stuff I had to do lol. THIS WAS A REAL TORTURE ok...]--
local head = script.Parent.Head
local leftlowerarm = script.Parent["LeftLowerArm"]
local leftupperarm = script.Parent["LeftUpperArm"]
local lefthand = script.Parent["LeftHand"]
local leftlowerleg = script.Parent["LeftLowerLeg"]
local leftupperleg = script.Parent["LeftUpperLeg"]
local leftfoot = script.Parent["LeftFoot"]
local rightlowerleg = script.Parent["RightLowerLeg"]
local rightupperleg = script.Parent["RightUpperLeg"]
local rightfoot = script.Parent["RightFoot"]
local rightlowerarm = script.Parent["RightLowerArm"]
local rightupperarm = script.Parent["RightUpperArm"]
local righthand = script.Parent["RightHand"]
local uppertorso = script.Parent.UpperTorso
local lowertorso = script.Parent.LowerTorso
--[Setup dood...]--
--[5 BallIDK things in total I gotta do.]--
--[REAL Part I gotta do for this R15 Ragdoll, to oughta work mahn B)]--
local LOWERTORSO1 = Instance.new("BallSocketConstraint")
LOWERTORSO1.Parent = lowertorso
LOWERTORSO1.Attachment0 = lowertorso.LeftHipRigAttachment
LOWERTORSO1.Attachment1 = leftupperleg.LeftHipRigAttachment
LOWERTORSO1.Enabled = true
LOWERTORSO1.LimitsEnabled = true
LOWERTORSO1.TwistLimitsEnabled = true
LOWERTORSO1.TwistUpperAngle = 90
LOWERTORSO1.TwistLowerAngle = -90
LOWERTORSO1.UpperAngle = 45
local LOWERTORSO2 = Instance.new("BallSocketConstraint")
LOWERTORSO2.Parent = lowertorso
LOWERTORSO2.Attachment0 = lowertorso.RightHipRigAttachment
LOWERTORSO2.Attachment1 = rightupperleg.RightHipRigAttachment
LOWERTORSO2.LimitsEnabled = true
LOWERTORSO2.TwistLimitsEnabled = true
LOWERTORSO2.TwistUpperAngle = 90
LOWERTORSO2.TwistLowerAngle = -90
LOWERTORSO2.UpperAngle = 45
--[Alright, thats all the lower torso ball socket constraints i finished.]--
local UPPERTORSO1 = Instance.new("HingeConstraint")
UPPERTORSO1.Parent = uppertorso
UPPERTORSO1.Attachment0 = lowertorso.WaistRigAttachment
UPPERTORSO1.Attachment1 = uppertorso.WaistRigAttachment
UPPERTORSO1.Enabled = true
UPPERTORSO1.LimitsEnabled = true
UPPERTORSO1.UpperAngle = -45
UPPERTORSO1.LowerAngle = 0
local UPPERTORSO2 = Instance.new("BallSocketConstraint")
UPPERTORSO2.Parent = uppertorso
UPPERTORSO2.Attachment0 = uppertorso.LeftShoulderRigAttachment
UPPERTORSO2.Attachment1 = leftupperarm.LeftShoulderRigAttachment
UPPERTORSO2.Enabled = true
UPPERTORSO2.LimitsEnabled = true
UPPERTORSO2.TwistLimitsEnabled = true
UPPERTORSO2.TwistUpperAngle = 180
UPPERTORSO2.TwistLowerAngle = -180
UPPERTORSO2.UpperAngle = 45
local UPPERTORSO3 = Instance.new("BallSocketConstraint")
UPPERTORSO3.Parent = uppertorso
UPPERTORSO3.Attachment0 = uppertorso.RightShoulderRigAttachment
UPPERTORSO3.Attachment1 = rightupperarm.RightShoulderRigAttachment
UPPERTORSO3.Enabled = true
UPPERTORSO3.LimitsEnabled = true
UPPERTORSO3.TwistLimitsEnabled = true
UPPERTORSO3.TwistUpperAngle = 180
UPPERTORSO3.TwistLowerAngle = -180
UPPERTORSO3.UpperAngle = 45
--[End for UpperTorso. Woo...]--
local HEAD = Instance.new("BallSocketConstraint")
HEAD.Parent = head
HEAD.Attachment0 = head.NeckRigAttachment
HEAD.Attachment1 = uppertorso.NeckRigAttachment
HEAD.Enabled = true
HEAD.LimitsEnabled = true
HEAD.UpperAngle = 45
HEAD.TwistLimitsEnabled=true
HEAD.TwistUpperAngle= 45
HEAD.TwistLowerAngle= -45
--[Seriously XD]--
local LOWLEG = Instance.new("HingeConstraint")
LOWLEG.Parent = leftlowerleg
LOWLEG.Attachment0 = leftlowerleg.LeftKneeRigAttachment
LOWLEG.Attachment1 = leftupperleg.LeftKneeRigAttachment
LOWLEG.Enabled = true
LOWLEG.LimitsEnabled = true
LOWLEG.LowerAngle = 90
LOWLEG.UpperAngle = 0
local LOWLEG2 = Instance.new("HingeConstraint")
LOWLEG2.Parent = rightlowerleg
LOWLEG2.Attachment0 = rightlowerleg.RightKneeRigAttachment
LOWLEG2.Attachment1 = rightupperleg.RightKneeRigAttachment
LOWLEG2.Enabled = true
LOWLEG2.LimitsEnabled = true
LOWLEG2.LowerAngle = 90
LOWLEG2.UpperAngle = 0
local LOWARM = Instance.new("HingeConstraint")
LOWARM.Parent = leftlowerarm
LOWARM.Attachment0 = leftlowerarm.LeftElbowRigAttachment
LOWARM.Attachment1 = leftupperarm.LeftElbowRigAttachment
LOWARM.Enabled = true
LOWARM.LimitsEnabled = true
LOWARM.LowerAngle = -90
LOWARM.UpperAngle = 0
local LOWARM2 = Instance.new("HingeConstraint")
LOWARM2.Parent = rightlowerarm
LOWARM2.Attachment0 = rightlowerarm.RightElbowRigAttachment
LOWARM2.Attachment1 = rightupperarm.RightElbowRigAttachment
LOWARM2.Enabled = true
LOWARM2.LimitsEnabled = true
LOWARM2.LowerAngle = -90
LOWARM2.UpperAngle = 0
local FOOT = Instance.new("HingeConstraint")
FOOT.Parent = leftfoot
FOOT.Attachment0 = leftfoot.LeftAnkleRigAttachment
FOOT.Attachment1 = leftlowerleg.LeftAnkleRigAttachment
FOOT.Enabled = true
FOOT.LimitsEnabled = true
FOOT.LowerAngle = 0
FOOT.UpperAngle = 0
local FOOT2 = Instance.new("HingeConstraint")
FOOT2.Parent = rightfoot
FOOT2.Attachment0 = rightfoot.RightAnkleRigAttachment
FOOT2.Attachment1 = rightlowerleg.RightAnkleRigAttachment
FOOT2.Enabled = true
FOOT2.LimitsEnabled = true
FOOT2.LowerAngle = 0
FOOT2.UpperAngle = 0
local HAND = Instance.new("HingeConstraint")
HAND.Parent = lefthand
HAND.Attachment0 = lefthand.LeftWristRigAttachment
HAND.Attachment1 = leftlowerarm.LeftWristRigAttachment
HAND.Enabled = true
HAND.LimitsEnabled = true
HAND.LowerAngle = 0
HAND.UpperAngle = 0
local HAND2 = Instance.new("HingeConstraint")
HAND2.Parent = righthand
HAND2.Attachment0 = righthand.RightWristRigAttachment
HAND2.Attachment1 = rightlowerarm.RightWristRigAttachment
HAND2.Enabled = true
HAND2.LimitsEnabled = true
HAND2.LowerAngle = 0
HAND2.UpperAngle = 0
--------------------------------------------------------
---------- Version 2.0 ---------------------------------
---------- Released 8/17/2017 --------------------------
---------- Written by orange451 ------------------------
--------------------------------------------------------
local Character = script.parent
local function wait(TimeToWait)
if TimeToWait ~= nil then
local TotalTime = 0
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
while TotalTime < TimeToWait do
TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
end
else
game:GetService("RunService").Heartbeat:wait()
end
end
local function waitFor( directory, name )
while ( directory == nil or (name ~= nil and directory:FindFirstChild(name) == nil) ) do
wait();
end
if ( name == nil ) then
return directory;
else
return directory:FindFirstChild(name);
end
end
local function getCharacter()
return script.Parent;
end
local function getHumanoid()
return waitFor( getCharacter(), "Humanoid" );
end
local function getNearestPlayer( position )
local Players = game.Players:GetChildren();
local dist = math.huge;
local ret = nil;
for i=1,#Players do
local Player = Players[i];
local Character = Player.Character;
if ( Character ~= nil ) then
local Root = Character:FindFirstChild("HumanoidRootPart");
if ( Root ~= nil ) then
local t = (position - Root.Position).magnitude;
if ( t < dist ) then
dist = t;
ret = Player;
end
end
end
end
return ret;
end
local RootLimbData = {
{
["WeldTo"] = "LowerTorso",
["WeldRoot"] = "HumanoidRootPart",
["AttachmentName"] = "Root",
["NeedsCollider"] = true,
["UpperAngle"] = 10
},
{
["WeldTo"] = "UpperTorso",
["WeldRoot"] = "LowerTorso",
["AttachmentName"] = "Waist",
["ColliderOffset"] = CFrame.new(0, 0, 0),
["UpperAngle"] = 10
},
{
["WeldTo"] = "Head",
["WeldRoot"] = "UpperTorso",
["AttachmentName"] = "Neck",
["ColliderOffset"] = CFrame.new(0, 0, 0),--CFrame.new(0, 1, 0),
},
{
["WeldTo"] = "LeftUpperLeg",
["WeldRoot"] = "LowerTorso",
["AttachmentName"] = "LeftHip",
["ColliderOffset"] = CFrame.new(0, -0.5, 0)
},
{
["WeldTo"] = "RightUpperLeg",
["WeldRoot"] = "LowerTorso",
["AttachmentName"] = "RightHip",
["ColliderOffset"] = CFrame.new(0, -0.5, 0)
},
{
["WeldTo"] = "RightLowerLeg",
["WeldRoot"] = "RightUpperLeg",
["AttachmentName"] = "RightKnee",
["ColliderOffset"] = CFrame.new(0, -0.5, 0)
},
{
["WeldTo"] = "LeftLowerLeg",
["WeldRoot"] = "LeftUpperLeg",
["AttachmentName"] = "LeftKnee",
["ColliderOffset"] = CFrame.new(-0.05, -0.5, 0)
},
{
["WeldTo"] = "RightUpperArm",
["WeldRoot"] = "UpperTorso",
["AttachmentName"] = "RightShoulder",
["ColliderOffset"] = CFrame.new(0.05, 0.45, 0.15),
},
{
["WeldTo"] = "LeftUpperArm",
["WeldRoot"] = "UpperTorso",
["AttachmentName"] = "LeftShoulder",
["ColliderOffset"] = CFrame.new(0, 0.45, 0.15),
},
{
["WeldTo"] = "LeftLowerArm",
["WeldRoot"] = "LeftUpperArm",
["AttachmentName"] = "LeftElbow",
["ColliderOffset"] = CFrame.new(0, 0.125, 0),
["UpperAngle"] = 0
},
{
["WeldTo"] = "RightLowerArm",
["WeldRoot"] = "RightUpperArm",
["AttachmentName"] = "RightElbow",
["ColliderOffset"] = CFrame.new(0, 0.125, 0),
["UpperAngle"] = 0
},
{
["WeldTo"] = "RightHand",
["WeldRoot"] = "RightLowerArm",
["AttachmentName"] = "RightWrist",
["ColliderOffset"] = CFrame.new(0, 0.125, 0),
["UpperAngle"] = 0
},
{
["WeldTo"] = "LeftHand",
["WeldRoot"] = "LeftLowerArm",
["AttachmentName"] = "LeftWrist",
["ColliderOffset"] = CFrame.new(0, 0.125, 0),
["UpperAngle"] = 0
},
{
["WeldTo"] = "LeftFoot",
["WeldRoot"] = "LeftLowerLeg",
["AttachmentName"] = "LeftAnkle",
["NeedsCollider"] = false,
["UpperAngle"] = 0
},
{
["WeldTo"] = "RightFoot",
["WeldRoot"] = "RightLowerLeg",
["AttachmentName"] = "RightAnkle",
["NeedsCollider"] = false,
["UpperAngle"] = 0
},
}
local RootPart = nil;
local MotorList = {};
local GlueList = {};
local ColliderList = {};
createnocollider(hed,utor,script.Parent)
createnocollider(utor,ltor,script.Parent)
print("Ragdolling");
local Character = getCharacter();
local Humanoid = getHumanoid();
local HumanoidRoot = script.Parent:FindFirstChild("HumanoidRootPart");
if ( HumanoidRoot == nil ) then
print("Cannot create ragdoll");
return;
end
local Position = script.Parent.HumanoidRootPart.Position;
Humanoid.PlatformStand = true;
-- Handle death specific ragdoll. Will Clone you, then destroy you.
local RagDollModel = Character;
if (Humanoid.Health <= 0) then
Character:FindFirstChild("HumanoidRootPart"):Destroy();
Character.Archivable = true;
RagDollModel = Character:Clone();
local t = RagDollModel:GetChildren();
for i=1,#t do
local t2 = t[i];
if ( t2:IsA("Script") or t2:IsA("LocalScript") ) then
t2:Destroy()
end
end
spawn(function()
local nsc = script.CamAttach:clone()
nsc.CamPart.Value = RagDollModel.Head
nsc.Disabled = false
nsc.Parent = Character
end)
RagDollModel.Humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None;
RagDollModel.Humanoid.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff;
RagDollModel.Humanoid.MaxHealth = 0;
RagDollModel.Humanoid.Health = 0;
RagDollModel.Name="RagDoll"
RagDollModel.Parent = workspace;
local RagDollPointer = Instance.new("ObjectValue");
RagDollPointer.Value = RagDollModel;
RagDollPointer.Name = "RagDoll";
RagDollPointer.Parent = Character;
game.Debris:AddItem(RagDollModel, 4);
-- Reglue The Character
for i=1,#RootLimbData do
local limbData = RootLimbData[i];
local partName = limbData["WeldTo"];
local weldName = limbData["WeldRoot"];
local PartTo = RagDollModel:FindFirstChild(partName);
local WeldTo = RagDollModel:FindFirstChild(weldName);
if ( PartTo ~= nil and WeldTo ~= nil ) then
-- Create New Constraint
-- Destroy the motor attaching it
local Motor = PartTo:FindFirstChildOfClass("Motor6D");
if ( Motor ~= nil ) then
if ( Humanoid.Health <= 0 ) then
Motor:Destroy();
else
MotorList[#MotorList+1] = { PartTo, Motor };
Motor.Parent = nil;
end
end
-- Create Collider
local needsCollider = limbData["NeedsCollider"];
if ( needsCollider == nil ) then
needsCollider = true;
end
if ( needsCollider ) then
local B = Instance.new("Part");
B.Material = "Plastic"
B.CanCollide = true;
B.TopSurface = 0;
B.BottomSurface = 0;
B.formFactor = "Symmetric";
B.Size = Vector3.new(0.5,0.5,0.5);
B.Name="Collider"
B.Transparency = 1;
B.BrickColor = BrickColor.Red();
B.Shape="Ball"
B.Parent = RagDollModel;
local W = Instance.new("Weld");
W.Part0 = PartTo;
W.Part1 = B;
W.C0 = limbData["ColliderOffset"];
W.Parent = PartTo;
B.Velocity=PartTo.Velocity
B.RotVelocity=PartTo.RotVelocity
ColliderList[#ColliderList+1] = B;
createnocollider(B,utor,PartTo)
createnocollider(B,ltor,PartTo)
createnocollider(B,hed,PartTo)
local c = RagDollModel:GetChildren()
for i = 1,#c do
if c[i].Name==B.Name and (c[i]:IsA("BasePart") or c[i]:IsA("MeshPart")) then
createnocollider(B,c[i],PartTo)
end
end
end
end
end
-- Destroy Root Part
local root = Character:FindFirstChild("HumanoidRootPart");
if ( root ~= nil ) then
RootPart = root;
if ( Humanoid.Health <= 0 ) then
RootPart:Destroy();
else
RootPart.Parent = nil;
end
end
local ff = Instance.new("ForceField",RagDollModel)
ff.Visible=false
-- Delete all my parts if we made a new ragdoll
if ( RagDollModel ~= Character ) then
print("Deleting character");
local children = Character:GetChildren();
for i=1,#children do
local child = children[i];
if ( child:IsA("BasePart") or child:IsA("Accessory") or child:IsA("ForceField") ) then
child:Destroy();
elseif child.ClassName=="Tool" then
child:Destroy()
end
end
end
if RagDollModel then
print("Deleting tools");
local children = RagDollModel:GetChildren();
for i=1,#children do
local child = children[i];
if ( child.ClassName=="Tool" ) then
child:Destroy()
end
end
end
end
local face = RagDollModel.Head:FindFirstChild("face")
if face and face ~= nil then
face.Texture = "http://www.roblox.com/asset/?id=15395252"
end
local r = RagDollModel:GetChildren()
for i = 1,#r do
if r[i]:IsA("BasePart") or r[i]:IsA("MeshPart") then
r[i]:SetNetworkOwner(nil)
end
end
RagDollModel.Humanoid.PlatformStand=true
-- Wait for torso (assume everything else will load at the same time)
waitFor( getCharacter(), "UpperTorso" );
--
end
script.Parent.Humanoid.Died:Connect(function()
script.Parent.Scream.Playing = true
script.Parent.UpperTorso.Blood2.Enabled = true
script.Parent.UpperTorso.Blood3.Enabled = true
ragdoll()
end)
local isscreaming = false
script.Parent.HumanoidRootPart.Touched:Connect(function(hit)
if hit.Parent:IsA("Model") then
if hit.Parent:FindFirstChild("Humanoid") then
return
elseif hit.Parent:FindFirstChild("Terrain") then
return
else
script.Parent.UpperTorso.Blood2.Enabled = true
script.Parent.UpperTorso.Blood3.Enabled = true
ragdoll()
end
end
end)
The stuff I added is at the bottom of the script so ya. Also I do not know what I did to make this work because I do not believe that this is it, but, this is all that I could find, so if it works, it works xd.
Also I used a freemodel for this script because I am really not that good at scripting.
Also I can uncopylock this game so you can poke around and see what I did if you want, if this does not work.
Also this is a script inside the dummy.
Did this help?
The script is interesting, but nothing changed. This is probably a problem on the Network and FPS, you just have to wait until the physical object loads, I guess so. Here is a video but in your script:
local Destroyer = script.Parent.Start
object = script.Parent --Put this script directly INSIDE the model you want to regenerate
if (object ~= nil) and (object ~= game.Workspace) then
model = object
backup = model:clone()
waitTime = 25 --Time in seconds to wait between regenerations
Destroyer.Touched:Connect(function(hit)
if hit.Parent:IsA("Model") then
if hit.Parent:FindFirstChild("Humanoid") then
return
elseif hit.Parent:FindFirstChild("Terrain") then
return
else
script.Parent.WeldConstraint.Enabled = false
script.Parent.WeldConstraint2.Enabled = false
script.Parent.WeldConstraint3.Enabled = false
script.Parent.WeldConstraint4.Enabled = false
script.Parent.Light.BrickColor = BrickColor.Black()
script.Parent.Light.SpotLight.Enabled = false
wait(waitTime)
model:remove()
wait(0)
model = backup:clone()
model.Parent = game.Workspace
model:makeJoints()
end
end
end)
end
What exactly do you want to achieve here?
Object, i.e. a road sign or Street Light don’t passing through
So, do you want the car to be able to collide with the part, completely stopping it?
Yes, so that the car able to collide but did not lose speed. If this is not related to the script, I apologize.
You can make all the parts of the car can collide true, and add a proximity prompt that allows you to get in the car.
Yes, I did it, but as luck would have it, the object passes through or crashes and loses speed
You could add a velocity to it incase it does lose speed.
This is confusing to me. Do you want it to pass through, or do you want it to collide(and stop). You have to choose one or the other.(I think)
If you want it to collide and not lose speed, isn’t that the same as passing through?
Oh… My bad. I just used car like humanoid walkspeed without velocity.
I just mean that the car hit the physical object and pushed the object away and did not go through as if the physical object had no collisions.