How do I make a plane so that when one of the wings falls off, the plane stops flying?

Do you have a functional flying plane?

1 Like

yes i do it can fly very good with some scripts

so i am working on a plane game with planes you can destroy by flying it into walls and i want to make the physics realistic like if one of my propeller breaks or one of my wings breaks the plane stops flying but ive tried much and i dont know what to do here is some of my script it also counts when the wing is detected to fall off

local Players = game:GetService("Players")

local function handleMissingWings()
    for _, player in ipairs(Players:GetPlayers()) do
        print("Checking wings for player:", player.Name)
        local character = player.Character
        if character then
            local humanoid = character:FindFirstChildOfClass("Humanoid")

            if humanoid and humanoid.SeatPart then
                local planeModel = humanoid.SeatPart.Parent

                if planeModel and planeModel:IsA("Model") then
                    local Wing1 = planeModel:FindFirstChild("Wing1")
                    local Wing2 = planeModel:FindFirstChild("Wing2")

                    if not (Wing1 and Wing2) then
                        print("Wings missing, initiating fall for player:", player.Name)
                        -- Wings are missing, forcefully stop the plane
                        local body = planeModel:FindFirstChild("Body")
                        if body and body:IsA("BodyVelocity") then
                            body:Destroy()
                        end
                        local bodyVelocity = Instance.new("BodyVelocity", body)
                        bodyVelocity.Velocity = Vector3.new(0, -30, 0)  -- Set a downward velocity (adjust as needed)
                    end
                end
            end
        end
    end
end

while true do
    handleMissingWings()
    wait(1)  -- Check every second (adjust as needed)
end

this script only works when you have your wing off and land the plane and jump out and jump in the plane again than it does work because it doesn’t let you go up

of my previous topic almost no one responded sadly

So you want the player to lose control of the plane and the plane to fall to the ground & no longer be able to be piloted?

yes thats the thing what i am trying to do

It sounds to me like you need a function which disables the driver’s seat essentially

it is a normal seat though you dont really need a drivers seat

Can you send me more screenies of the script/the plane? I’m afraid I don’t fully understand

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what do you mean like what pictures do you need

Schermafbeelding 2023-12-02 214513

Schermafbeelding 2023-12-02 214613

If the wing falls off the plane, you can connect your function to stop the plane from flying to anything whose weld gets destroyed.

How I would do it is that I would create an attribute or a boolvalue under the plane’s group. When a part gets taken off the plane, make that value true. In the main script, I would connect the function which stope the plane from flying to whenever that boolvalue changes.

(P.S. that’s a really cool airplane)

3 Likes

ok ill try that be right back i will tell you if it works

Does your plane use in-game aerodynamics?

i dont think so i dont think i have ever added that

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i think that this is the full script

– ServerScriptService.Script

local ServerStorage = game:GetService(“ServerStorage”)
local ReplicatedStorage = game:GetService(“ReplicatedStorage”)
local Players = game:GetService(“Players”)

local spawnPlaneEvent = ReplicatedStorage:WaitForChild(“SpawnPlaneEvent”)

local lastSpawnedPlanes = {}

local function cloneModel(original)
local clone = original:Clone()

-- Ensure all parts of the model are descendants
for _, part in pairs(clone:GetDescendants()) do
	if part:IsA("BasePart") then
	end
end

return clone

end

local function setModelCFrame(model, position)
local offset = Vector3.new(5, -5, 0) – You can adjust this offset as needed

local primaryPartName = "Seat" -- Replace with the actual name
local primaryPart = model:FindFirstChild(primaryPartName)

if primaryPart then
	primaryPart.CFrame = CFrame.new(position + offset)
else
	warn("PrimaryPart not found in the model.")
end

end

spawnPlaneEvent.OnServerEvent:Connect(function(player)
local character = player.Character
if character then
local lastSpawnedPlane = lastSpawnedPlanes[player]

	if lastSpawnedPlane then
		lastSpawnedPlane:Destroy() -- Remove the last spawned plane
	end

	local humanoid = character:FindFirstChildOfClass("Humanoid")

	if humanoid then
		local planeModel = cloneModel(ServerStorage:WaitForChild('Plane'))
		planeModel.Name = "Plane"
		planeModel.Parent = workspace

		setModelCFrame(planeModel, humanoid.Parent.PrimaryPart.Position)

		lastSpawnedPlanes[player] = planeModel -- Update the last spawned plane for the player
	end
end

end)

game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
spawnPlaneEvent:FireClient(player)
end)
end)

local Players = game:GetService(“Players”)

local function handleMissingWings()
for _, player in ipairs(Players:GetPlayers()) do
local character = player.Character
if character then
local humanoid = character:FindFirstChildOfClass(“Humanoid”)

		if humanoid and humanoid.SeatPart then
			local planeModel = humanoid.SeatPart.Parent

			if planeModel and planeModel:IsA("Model") then
				local Wing1 = planeModel:FindFirstChild("Wing1")
				local Wing2 = planeModel:FindFirstChild("Wing2")

				if not (Wing1 and Wing2) then
					-- Wings are missing, initiate a fall
					local body = planeModel:FindFirstChild("Body")
					if body and body:IsA("BodyGyro") then
						body:Destroy()
					end
					local bodyVelocity = Instance.new("BodyVelocity", body)
					bodyVelocity.Velocity = Vector3.new(0, -30, 0)  -- Set a downward velocity (adjust as needed)
				end
			end
		end
	end
end

end

while true do
handleMissingWings()
wait(1) – Check every second (adjust as needed)
end

I recommend using aerodynamics for making an airplane (it is easier than it looks). Your plane would fly better and more realistically when using the real aerodynamics. It will also lose control when a wing is missing or if there’s a part affects the aerodynamics badly.

1 Like

i have it and now what should i do now welp i have to go guys you guys can still try to help me here while i am gone i will read everything tomorrow

can someone help me i dont know how to make this