Fix the BodyWhatever objects to not be so buggy please

It should be possible to have multiple such objects of the same type without only one working.

If I have two bodyposition objects in the same part, one wont work.

If I have two BodyThrusters in the same body (not the same part), one wont work.

Its possible to work around some of these but it requires every piece of code to communicate with all the other pieces of code to work and Im too lazy to do that.

At least I would like to know if theyre going to get fixed ever or if theres going to be a replacement.

[quote] It should be possible to have multiple such objects of the same type without only one working.

If I have two bodyposition objects in the same part, one wont work.

If I have two BodyThrusters in the same body (not the same part), one wont work.

Its possible to work around some of these but it requires every piece of code to communicate with all the other pieces of code to work and Im too lazy to do that.

At least I would like to know if theyre going to get fixed ever or if theres going to be a replacement. [/quote]

Do you have a sample place we could look at where this behavior is apparent?

[quote] It should be possible to have multiple such objects of the same type without only one working.

If I have two bodyposition objects in the same part, one wont work.

If I have two BodyThrusters in the same body (not the same part), one wont work.

Its possible to work around some of these but it requires every piece of code to communicate with all the other pieces of code to work and Im too lazy to do that.

At least I would like to know if theyre going to get fixed ever or if theres going to be a replacement. [/quote]

Do you have a sample place we could look at where this behavior is apparent?[/quote]

While you are here, I really support what he’s said about forces should be stackable. In real life if you have multiple forces acting upon a body then they resolve. It’d be great to have this.

[quote] It should be possible to have multiple such objects of the same type without only one working.

If I have two bodyposition objects in the same part, one wont work.

If I have two BodyThrusters in the same body (not the same part), one wont work.

Its possible to work around some of these but it requires every piece of code to communicate with all the other pieces of code to work and Im too lazy to do that.

At least I would like to know if theyre going to get fixed ever or if theres going to be a replacement. [/quote]

Do you have a sample place we could look at where this behavior is apparent?[/quote]

No because it was a bug I was able to work around using ugly hax.

Basically the following could happen:
1.Add bodyposition A
2.Add bodyposition B
3.Remove one of them, so that the other remains
4.The other doesnt work unless I reparent it to the part

But yeah, the objects should be looked into because they are kind of important and havent been updated in a really long time. Limits what kind of cool stuff you can do physics wise. Eg. you cant make it so that a character would pull a part from a point because the only object that works for that is bodythruster, which doesnt work because there can only be one per body, and forces are too unstable in server (a bodyvelocity with an offset would be much better than a force with an offset that is the bodythruster)

I don’t know why, but I laughed for 3 minutes straight when I read the title

Probably because all other threads on this forum are more like “Addressing the Issue of Conflicting BodyObjects/ Resolution required”

But yeah, this is totally a huge annoying thing and I would love it to be updated/ fixed so that they stack.

Also, if you want to replicate this to see it in effect:

local part = game.Workspace.Part

local bp1 = Instance.new("BodyPosition")
bp1.maxForce = Vector3.new(1e7, 1e7, 1e7)
bp1.position = Vector3.new(0, 20, 0)
bp1.Parent = part

wait(2)

local bp2 = Instance.new("BodyPosition")
bp2.maxForce = Vector3.new(2000, 2000, 2000)
bp2.position = Vector3.new(8, 3, 5)
bp2.Parent = part
game.Debris:AddItem(bp2, 2)

BodyGyro also acts weird. If you have a set force on the X axis, but none on the Z axis, it will enact the same force on both axes, even if you only want X or Z to work alone.

X/Z and Y work independently, but X & Z do not.