The Building Support sub-category is intended for all development support relating to architecture on the Roblox platform. This includes questions ranging in difficulty from extremely basic to even the most technical of issues.
You may present your thread how you choose, but you are required to answer the following questions in your thread;
What are you attempting to achieve? (Keep it simple and clear)
I want to try something different so I’m trying to make a car with body movers, I heard from a friend that jailbreak uses body movers to move their cars, so I’d like to make somthing like that.
What is the issue? (Keep it simple and clear - Include screenshots/videos/GIFs if possible)
In my car body I’ve added different body movers like gyro, angular velocity etc. But every time I drive the car it doesn’t really have acceleration and when it moves forward it slowly goes to the left or right What solutions have you tried so far?(Have you searched for solutions through the Roblox Wiki yet?)
I’ve done a lot of searching, and none of the pages so far have any solutions to the things I need, I’ve also studied the Roblox Jeep, but that doesn’t have the outcome I want.
You may then include any further details.
Sorry If this is the wrong section, idk what section to put it in
You can use pre-built chassis from the toolbox like the SS6. But if you don’t like that option, then I don’t know how to help, since I never have experimented with bodymovers.
That can be changed in the local script thats inside the drive script… i think its called localcarscript if i remember correctly. If acceleration is your only concern i can look at it when i get to a computer and see if i can slow down the acceleration.
Yes I realize… he wanted body mover chassis… if he was looking for realistic i would imagine he would ask for A-chassis. But im only assuming. I havent played jailbreak so i dont know.
Ok inside the CarScript go to LocalCarScript and find this part of the code:
while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do
--game:GetService("RunService").RenderStepped:wait()
if IsGrounded() then
if movement.Y ~= 0 then
local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value
humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
else
bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2)
end