Ok, I’ll make a quick demo version with the key things we’re trying to solve.
I can’t really understand what the question being asked here is, but does the behavior you are looking for look something like this? This behavior is achieved using a PlaneConstraint.
Yes, with the difference it can’t take forces from the player, the player is the one who needs to be pulled backwards (and it also can’t rotate). Anyways I’m working on the demo rn @FroDev1002
Just use MassLess = true, cauzes the cube not to fall but still be moveble,
i would recommend enabling it when pushed.
hope this helps
Hello? The demo is here in the post above ^
Shoot I forget about it. Mb man, Ill check it out as soon as I get on my pc!
Np thanks
It’s been some time
Mb man. Please be patient though, I’m easily distracted and very forgetful, actually Ill set a reminder rn
I can’t say anything because that also applies to me
Ok so a couple things I noticed.
-
- Youre using events wrong. Currently you are using bindable events, which can be fired from server to server, and not client to server, due to this the code in your UI to start is never actually triggered, instead you’d need to use a remote event.
-
- The script that tweens your model thing makes it so it doesnt go anywhere, cause the goal is already the current position its at. This is due to the fact that the PrimaryPart, which is what you are trying to tween, is set to EndCFrame, Aka the part that the model is supposed to tween too.
From my looking of it, the parts at no time have fallen whatsoever.
- The script that tweens your model thing makes it so it doesnt go anywhere, cause the goal is already the current position its at. This is due to the fact that the PrimaryPart, which is what you are trying to tween, is set to EndCFrame, Aka the part that the model is supposed to tween too.
With all that being said just a bunch of coding mistakes that should be corrected!
Notes
Also please know that I am a real person and I cant help everyone all the time, I reply to anywhere from 15 to 50 posts daily, so keeping track of everything is hard, I wish I could solve all your problems within minutes but I simply cant, I dont appreciate, well this:
As I take it rather rudely. Just cause I solve other peoples problems does NOT mean you are entitled to me solving your problems. With all that being said the TLDR of it is please be more respectful, Im trying my hardest!
This is a lot of info to process and I’ll read it when I have more time
i had no idea
ok sorry
How can I change to RemoteEvents without breaking the whole game?
Uh yeah its probably all going to break so you might have to re-program a lot.
For starters when firing an event to the server all you do is:
remoteEvent:FireServer()
or something like that, and then when to tell when its being received via the server you can do this:
remoteEvent.OnServerEvent:connect()
Other than that you shouldnt have to change much other than parenting events and scripts to different places
I’ve been re-programing… and I have faced this error I don’t understand.
Do you know what this means?
Can I see the line of which this error occurs?
Hmm not exactly sure what it is, but it might be due to the fact that your event is in the workspace, I recommend that you put ALL remote events into ReplicatedStorage.
sigh
ok, see you in a few days I’ll be busy and I need to recode a lot