I am trying to make a sliding block

I am trying to make a sliding block.

I made a seesaw with grounding, but the character doesn’t slide.
So if the character is on top, I want it to slide and fall according to the angle of the seesaw.

And after a certain period of time, the seesaw also tries to return to its original angle.

Please advise me.

[ ↓ The non-slip phenomenon of the problem ↓ ]

[ ↓ Seesaw board settings ↓ ]

[ ↓ Implementation end goal reference image ↓ ]

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Just add a velocity to the part.

And to do the physics system you can just search in the internet or on youtube.

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I am a user of Google Translate. Can you tell me the search keywords?
If I do a search, it is already completed or a play video is exposed. (No production process)

I believe you can use friction and MaxSlopeAngle to get a slippery effect.

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Thank you for giving me information that I didn’t know about the Internet video course.
As for the “MaxSlopeAngle” you mentioned, the player can’t resist slipping at all, so I guess we’ll have to find another way.
However, I think the information you provided will be a good reference for making games in the future. thank you!

※ Review: I leave the location of “MaxSlopeAngle” for people like me who don’t appear in the video or can’t be interpreted.

※ Location: Explorer > Select “StarterPlayer” > Search for “MaxSlopeAngle” in the property value.

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When a player touches the part you can set the max slope distance to the desired angle at which you want the player to slip, I don’t know how to make the player not resist slipping.

And when the player stops touching the part you can set the max slope distance back to the default which I believe is 89

Hopefully, this helps you. Goodluck.

1 Like

Kind tip, thanks.
It didn’t solve my problem,
It seems like there are people like you that can make Roblox games. :slight_smile: )

※ Scripts for reference by others

	if Humanoid then
		Humanoid.MaxSlopeAngle = 35.5
	end

Hey, I think I found the solution. Its not perfect, but I think it works. This doesn’t use max slope angle. It uses something called, “AssemblyLinearVelocity”.

--// Make sure to check which way this part is rotating either on the Z axis or the X axis
while wait() do
    local part = script.Parent
    local partOrientationX = part.Orientation.X --//If part rotates on the X axis use this -- Dont use both
    local partOrientationZ  = part.Orientation.Z --// if part rotates on the Z axis use this -- Dont use both
    
    local reversedX = partOrientationX * -1
    local reversedZ = partOrientationZ * -1
    
    part.AssemblyLinearVelocity = Vector3.new(reversedZ, 0, 0) --// Dont use both
    --part.AssemblyLinearVelocity.Z = Vector3.new(0, 0, ReversedX) --// Dont use both
    
end

Here is it in action. And I didn’t show me resisting the slippery effect, however, it is possible, go ahead and try it out for yourself and tell me what you think.

3 Likes

After checking it, it didn’t work for me…

Because it is a seesaw trap using a hinge, the value does not change immediately. And thank you for kindly letting me know. :slight_smile:

Thanks though!

[ Script input contents _ result value ]



robloxapp-20220824-1432336.wmv (419.4 KB)

If you don’t use HingeConstraint the original function works! thank you!

I’ll try to find a way to implement the seesaw other than HingeConstraint! thank you!