I’m not sure if it’s really making them “stick” to a part, and I’m not really sure how to explain it, so I’ll show you.
This is what I want:
This is what I have:
The code I’m using to rotate the cube is:
-- Services
local runService = game:GetService('RunService')
-- Variables
local rad = math.rad
local clock = os.clock
local noise = math.noise
local random = math.random
local cube = workspace:WaitForChild('Cube')
local xSeed = random(10000, 100000)
local ySeed = random(10000, 100000)
local zSeed = random(10000, 100000)
-- CubeSpin
runService.Heartbeat:Connect(function()
local timeFactor = clock() % 1000 * 0.1
local x = noise(xSeed, timeFactor) * 360
local y = noise(ySeed, timeFactor) * 360
local z = noise(zSeed, timeFactor) * 360
cube.CFrame = CFrame.new(cube.Position) * CFrame.Angles(rad(x), rad(y), rad(z))
end)
NOTE: I’m going to have multiple cubes which the players are going to be able to jump to!!
If you want to use CFrames instead of body movers, you can use a local script to move the character with the part. Every frame, detect the part the character is standing on with rays, and then check the difference in the block’s CFrame from the last frame and the current one. Offset the CFrame of the character’s HumanoidRootPart by this same amount, and you’re good to go.
I’m still quite confused, I’ve tried playing around with alignorientation and I’m a little confused on how I would go about doing it, if you could tell me how I could use it that would be great
Yeah, CFraming anything anchored a player is standing on creates issues.
I’d tween rotate a small anchored part with your other unanchored parts welded to it. Make the humanoid climbing angle (I can’t remember the Property name) fairly high so players can walk up the steep slopes.