The boat’s guns are connected to it by ball and socket constraints, and the attachments are positioned correctly to avoid any weird conflicts with hitboxes. I am happy to use something other than ball constraints as long as can hold an unanchored part in place while still allowing it to move when touched. I’m only assuming this is because of the constraints because they seem to be the buggiest just by what I can see.
BallSocketConstraints don’t have a controllable property.
You can use 2 HingeConstraints, one for rotation and one for tilt. Set both to Servo and control the rotation and tilt by setting the TargetAngle.
I use a mock-up of a ‘universal joint’ for things like this, with a servo. I recently made satellite angling with it. It acts very similarly to a ball constraint if you use another servo on the bottom of the joint.
I’m unable to show what it looks like in Roblox right now, but heres an image of a real universal joint to help you picture it.
Hehe, yeah, I’m familiar with them.
Before Roblox came up with the UniversalConstraints I actually made some that work with 2 hinges like a Universal and used them in a front end loader as well as a drive for a spinning platform driven by pistons in another place.
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