Hello, I am trying to create my own vehicle using the Roblox jeep. I am struggling to find which part causes the vehicle to stop the moment you stop pressing W or S. I am trying to understand how raycasting suspension works and how to get the jeep to decelerate, I have figured out various ways to accelerate but whatever I do for decelerating never works.
The script can be found in the default jeep script and I’m assuming what I’m searching for is on line 54 of the script below: (local script from jeep in city template)
I apologise if this a duplicated thread.
local player = game.Players.LocalPlayer
local character = player.Character
local humanoidRootPart = character.HumanoidRootPart
local car = script:WaitForChild("Car").Value
local stats = car:WaitForChild("Configurations")
local Raycast = require(car.CarScript.RaycastModule)
local movement = Vector2.new()
local gamepadDeadzone = 0.14
car.DriveSeat.Changed:connect(function(property)
if property == "Steer" then
movement = Vector2.new(car.DriveSeat.Steer, movement.Y)
elseif property == "Throttle" then
movement = Vector2.new(movement.X, car.DriveSeat.Throttle)
end
end)
local force = 0
local damping = 0
local mass = 0
for i, v in pairs(car:GetChildren()) do
if v:IsA("BasePart") then
mass = mass + (v:GetMass() * 196.2)
end
end
force = mass * stats.Suspension.Value
damping = force / stats.Bounce.Value
local bodyVelocity = Instance.new("BodyVelocity", car.Chassis)
bodyVelocity.velocity = Vector3.new(0, 0, 0)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
local bodyAngularVelocity = Instance.new("BodyAngularVelocity", car.Chassis)
bodyAngularVelocity.angularvelocity = Vector3.new(0, 0, 0)
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
local rotation = 0
local function UpdateThruster(thruster)
local bodyThrust = thruster:FindFirstChild("BodyThrust")
if not bodyThrust then
bodyThrust = Instance.new("BodyThrust", thruster)
end
local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
local thrusterHeight = (position - thruster.Position).magnitude
if hit and hit.CanCollide then
bodyThrust.force = Vector3.new(0, ((stats.Height.Value - thrusterHeight)^2) * (force / stats.Height.Value^2), 0)
local thrusterDamping = thruster.CFrame:toObjectSpace(CFrame.new(thruster.Velocity + thruster.Position)).p * damping
bodyThrust.force = bodyThrust.force - Vector3.new(0, thrusterDamping.Y, 0)
else
bodyThrust.force = Vector3.new(0, 0, 0)
end
--Wheels
local wheelWeld = thruster:FindFirstChild("WheelWeld")
if wheelWeld then
wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
-- Wheel turning
local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
if offset.Z < 0 then
local direction = 1
if speed.Z > 0 then
direction = -1
end
wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
end
wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(rotation, 0, 0)
end
end
local function IsGrounded()
local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2))
if hit and hit.CanCollide then
return(true)
end
return(false)
end
while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do
if IsGrounded() then
if movement.Y ~= 0 then
local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value
humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
else
bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2)
end
local rotVelocity = humanoidRootPart.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -humanoidRootPart.RotVelocity.Y * 5 * movement.Y))
local speed = -humanoidRootPart.CFrame:vectorToObjectSpace(humanoidRootPart.Velocity).unit.Z
rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y)
if math.abs(speed) > 0.1 then
rotVelocity = rotVelocity + humanoidRootPart.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0)))
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
else
bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4)
end
humanoidRootPart.RotVelocity = humanoidRootPart.RotVelocity:Lerp(rotVelocity, 0.1)
else
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
end
for i, part in pairs(car:GetChildren()) do
if part.Name == "Thruster" then
UpdateThruster(part)
end
end
end
for i, v in pairs(car:GetChildren()) do
if v:FindFirstChild("BodyThrust") then
v.BodyThrust:Destroy()
end
end
bodyVelocity:Destroy()
bodyAngularVelocity:Destroy()
script:Destroy()
EDIT: Solved by forcing the car to always follow the speed value which is controlled by pressing W or S