I’ve tried bodyvelocity along with bodygyro, but its insanely jittery with the bodygyro.
Moving the assembly with CFrame just makes every player on board slowly slide.
I’ve tried locking the orientation with this code and then using bodyvelocity, which has been the most successful,
game:GetService("RunService").Heartbeat:Connect(function()
script.Parent.CFrame = CFrame.new(script.Parent.CFrame.p)
end)
but it only works at low speeds before it freaks out. The bodyvelocity has 100000000376832 force in every axis.
This is what I do and my version works pretty well.
local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')
local LastTrainCFrame
local Function
local Function2
Function = RunService.Heartbeat:Connect(function()
--------------------------------------------------------------- CHECK PLATFORM BELOW
local RootPart = player.Character.LowerTorso
local Ignore = player.Character
local ray = Ray.new(RootPart.CFrame.p,Vec…
You could try implementing this with manual cframing to make this work, although you might have to adjust the script a bit.
2 Likes
Yeah, I see what’s being done. I wanted to avoid this since there are many different situations the player could be in other then on the spaceship, but I see how I could get it to work. Thanks for bringing that thread up.