My speeder is hovering from a single part that has massless turned off (everything else is turned on, just to make it easy).
I have a vector force going upwards at the force of gravity to counteract it to make it hover.
Now when it’s hovering, there isn’t anything to apply friction to it, so if I push/bonk it, it will go flying.
How do I make it so if I push it, it will only go a little way, like if it was on the ground
You could have a slight force always opposing it, something relative to anywhere from 10% to a high 50% of the force going the opposite direction of the force that it has.
You could use a script (in a VectorForce) that sets it’s own velocity to the velocity of the floating vehicle (or whatever is actually powering the hovering function) times negative whatever percentage:
Personally, what I’d do is add a BodyVelocity with a velocity of 0,0,0 and set the MaxForce to something small like 100,0,100. This will make the X and Z slow over time, maybe getting your desired effect. However, BodyMovers are considered legacy, so I don’t know if its the suggested method, but no constraint really matches a BodyVelocity’s function with its MaxForce and such.
#1 I like writing the code myself. #2 Any complicated code that I don’t script myself, takes an excessive amount of time and energy to understand, if I’m able to do it at all.
That’s where I got the model, I like to do all the scripting myself.
Also they didn’t have it hovering, they had a block be the friction, but for me I want to make it be as realistic to a speeder in star wars as possible.
I dislike going through other people’s codes very much, more often than not they’ll use something I don’t know then I’ll be trying to understand what it does for the next 10 minutes.
Bot,
Modding other’s code; is the natural state of a professional programmer.
How does one learn to write a novel? By, reading a lot of novels…
Also, the Speeder in the first Star Wars movie, was sitting on a 10 foot boom. The camera sat on the center of the boom, which just went around in circles…
You do what works…
If you don’t have any friction then every time you apply a force the speeder will just continue to move in the direction of that force.
You keep saying you want to do it your way, but if you search other posts you’ll see that others have done it successfully using different methods.
I’d go with a VectorForce | Roblox Creator Documentation in your main Part and as @Inconcludable suggested about the 0,0,0 Velocity and the low MaxForce for controlling your friction, and use a Raycast downward to maintain a certain distance above the surface below the speeder.