I’m trying to get a model to move via a BodyVelocity but I also want it to not tumble around while its moving. This is what i’m using to get it to move.
local boopyve = Instance.new("BodyVelocity")
boopyve.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
boopyve.P = math.huge
boopyve.Velocity = rot.CFrame.lookVector * 10
boopyve.Parent = rot --- Rot is HumanoidRootPart of the model
The video is above is what happens everytime I disable the weld inside the model(connects model to player) and run the BodyVelocity code. Is there anyway I can edit the code so the model goes forward (without tumbling)? All answers appreciated.
Couldn’t you just set the Body Parts CanCollide property to false so that it won’t have collisions with everything else? You would need to weld the parts though in order for it to work
Then just by default, change the CanCollide property to false then after like a half a second/second, set it back to true so it’s able to collide with other players
From the video you sent it doesn’t really look like there’s a way around your issue unless if you disable that certain property, or use collision groups maybe
Here’s some example code. Very similar to a BodyVelocity like you were using the only difference is this BodyMover has D which stands for Dampening and instead of velocity is takes a Vector3 position in the world space.
local BP = Instance.new("BodyPosition");
BP.MaxForce = Vector3.new(math.huge, math.huge, math.huge);
BP.P = math.huge;
BP.D = 50;
BP.Position = (position to go to);
I just looked back at your original post since you want the BodyPosition to move in front of rot you should set the BodyPosition’s Position property to:
You have to change the 10 to a larger value. I said that was an arbitrary number that defines the distance the model will go from its current position.