As the title says, how do I stop players from pushing a boat around my game? This boat moves when players push it, walk on it or even jump on it. The boat is supposed to be player-controlled as well so anchoring it isn’t a solution. None of the parts are massless or have custom physical properties.
It might also be worth noting that it uses BodyGyro, BodyPosition, and BodyVelocity to move around. Finally, the boat isn’t supposed to move up and down however jumping does push the boat down.
now while I’m not good at physics in roblox you could make some script that keeps the boat anchored until a player sits down to drive it.
Have you tried increasing the BodyPosition’s Y MaxForce?
Yes, the BodyPosition’s Y MaxForce is at inf. I tried 10,000 but the boat instantly sunk.
Are you using Terrain Water?
What are the Densities of the Parts in the Boat?
If the Densities of the Parts are over 1 then they won’t ‘float’ on water.
I’ve built boats before and I keep the Density of Parts above the waterline very low and I usually keep one low part as the ‘keel’ and make its Density high enough to keep the boat stable when it’s floating.
If you’re using just the BodyPosition to keep the boat from sinking, and the Mass of all the Parts involved is very high then it may not be able to maintain the height. Try decreasing the Mass of the Parts.
Right, I’m trying to make a boat that can “float” on part water as well as terrain water so technically it isn’t floating. I didn’t change the density of any parts but I believe they are between 7 and 8.
Would it help if I made the parts massless?
7 and 8?
Wow, no wonder it sinks!
Normal Plastic Parts are .7ish so they’ll float. Heavier Materials like Slate are above 1 so they sink, but if the CustomPhysicalProperties box is checked, you can make them whatever you want.
Massless might make the boat too light and players jumping on it might make it bounce slightly if your BodyPosition’s Y value is too low.
Question. Is an Assembly Mass of 3,000 bad?
I set the density of all parts to .05
Here is what I got:
Tough to see in the video, but is it tipping when you get to the side? That would be an issue with the BodyGyro then.
Here’s how I do physically simulated boats:
- Make all parts of the boat massless. Think of them as just being decoration (CanCollide is set to true).
- Weld the parts to each other.
- Have one large part that is under the waterline. This part has mass, placing it deeper under the water will make your boat more stable.
- Weld this part to your boat (Weldconstraints).
You can play around with the mass and position of the “Ballast” to adjust your boat’s handling.
It’s tipping because it’s pushing against the boat behind it.
Anchor it and control it with CFrame?