I have this light pole. It’s made of 3 parts, 2 meshes and a rootpart. The meshes have no collisions whatsoever, not anchored, etc.
The root part is anchored, but has cancollide false. All the parts are Massless. All the meshes are welded to the root part When I hit the root part, it’s supposed to apply a force to knock the lamp over, however it’s inconsistent. SOmetimes the lamp falls, sometime it doesn’t
self.Trove:Connect(self.Instance.PrimaryPart.Touched, function(hit)
if not CollectionService:HasTag(hit.Parent, "Vehicle") then
return -- Not a vehicle, do nothing
end
if self.KnockedOver then
return
end
self.KnockedOver = true
Library:Weld(self.Instance, self.Instance.PrimaryPart) -- Weld all the parts
-- Unanchor the model (so it falls over)
for _, part in self.Instance:GetDescendants() do
if not part:IsA("BasePart") then
continue
end
part.Anchored = false
end
self.Instance.PrimaryPart:ApplyImpulse(
CFrame.new(hit.Position, self.Instance.PrimaryPart.Position).LookVector.Unit * 1000
)
print(CFrame.new(hit.Position, self.Instance.PrimaryPart.Position).LookVector.Unit * 1000)
task.delay(Constants.DESTRUCTIBLE_RESPAWN_TIME, function()
self.Backup.Parent = self.Instance.Parent
self.Instance:Destroy()
end)
end)
It’s supposed to knock over in the direction the car drives too. The reason I have all collisions disabled is cause there are instances where a car will hit it and stop, before the pole falls over. I need the car to be able to drive cleanly through anything they hit
Adding more to the multiplier just makes the light like teleport up for some reason and stay stuck in the middle of the air. No knock over whatsoever