You can write your topic however you want, but you need to answer these questions:
-
I want the Pets To Float/Walk Above parts like in PSX instead of clipping through them
Here is the issue
The Pets Aren’t Moving to the baseplate but they do to the spawn pad and also are a different height when the player is on the spawn pad as well
- I’ve looked for sevral youtube tutorials and devforum posts and couldn’t find what im looking for
This is the script thats handling it all
local v1 = require(game.ReplicatedStorage:WaitForChild("Directory"))
local v2 = game:GetService("TweenService")
local v3 = game:GetService("RunService")
local v4 = game:GetService("Players")
local v5 = TweenInfo.new(-1,Enum.EasingStyle.Quint,Enum.EasingDirection.Out)
local v6 = v4.LocalPlayer
local v7 = workspace.Pets
local function GetFloorHeight(p1:Part) -- Pet Physical
local r1 = RaycastParams.new()
r1.FilterDescendantsInstances = {p1}
local v10 = p1.Position
local v11 = Vector3.new(0,-100,0)
local v12 = workspace:Raycast(v10, v11, r1)
if v12 then
local v13 = v12.Position.Y + p1.Bottom.Position.Y
return v13
end
end
v3.RenderStepped:Connect(function()
for _,v10 in pairs(v4:GetPlayers()) do
if v10 and v10.Character then
local v11 = v7:FindFirstChild(v10.Name)
if v10 then
if v10.Character then
if v10.Character:FindFirstChild('Humanoid') then
if v10.Character:FindFirstChild('HumanoidRootPart') then
if v11 then
for v12,v13 in pairs(v11:GetChildren()) do
if v13 then
if v13 then
local v14 = 0.5*math.sin(12*tick())
local v15 = 2*math.sin(-6*tick()) * 3
local v17 = GetFloorHeight(v13)
local v16 = v10.Character.HumanoidRootPart.CFrame * CFrame.new(require(script:WaitForChild("Positions_Idle"))[v12]) - Vector3.new(v13.Size.Y / 2,v17,0)
pcall(function()
if v10.Character.Humanoid.MoveDirection.Magnitude > 0 then
v2:Create(v13,v5,{CFrame = v16 * CFrame.new(0,-1 + v14,0) * CFrame.Angles(math.rad(v15),0,0)}):Play()
else
v2:Create(v13,v5,{CFrame = v16 * CFrame.new(0,-1,0) * CFrame.Angles(0,0,math.rad(v15))}):Play()
end
end)
end
end
end
end
end
end
end
end
end
end
end)