What are you attempting to achieve? (I want My turrent to not do a breakdance out of this world,and stay in place)
What is the issue? (my building / tower, is supposed to face towards teh enemies, but for some reason, its flying.)
What solutions have you tried so far? (ive tried changing the welded part,more info down, tried messing with anchor, played with collisions, changed directions. nothing so far :()
there is this “Turn” part that is welded to the top of the Turrent. The Turn faces the enemies, when in proximity. however, it just goes flying.my best guess its, colliding with objects. ive also made a small gap inside the turrent so that the spin can turn inside. sadly, the Part just goes through it,as in the video.
welp, ive fixed the going through problem, but when facing it still glitched out of the small space.
Do you have the base part Anchored?
What are you using to spin the turret?
Is it CFramed, does it have a HingeConstraint, are you using a Motor6D, are you using BodyForces or VectorForces?
If you don’t want parts Colliding you can use Collision Filtering | Roblox Creator Documentation.
When you built it do you have a weld script that unanchors all the Anchored Parts?
When you test it is the Turn still Anchored?
What do you have as a hinge between the bottom square Part and the turret?
yes, ive unachored the Turn from the main script, making turn welded to the top turrent only(if unachored,it wont turn)
i cant anchor it, cuz im supposed to place this in my game, however when anchored, it will stay in the original location ,and not where ive placed(and the turn part doesnt move either, just stuck)
i just have, it stopped flying , but spins endlessly.
maybe its the bodygyro,heard it was deprecated. ill check your previously stated methods
When you say you are ‘supposed to place this in my game’ do you mean like a turret defense type setup?
If so how are you placing your turrets? If they are being CFramed to their location then they can be Anchored.
If you are welding the Turn Part to the turret then spinning the turret the weld is going to keep the Turn and turret Parts together, not let them spin.
I’d say just use an Anchored base. Make the Primary Part of the turret Anchored and Weld all of the other Parts to it (unless the turret is just a single MeshPart, then it will be the Primary Part). You can then continuously Tween the turret to point at the Humanoid.