In short, I wanted to make an NPC that has no collision (except with the player), and that literally “flies”
I tried a few things without success, I can’t completely “Remove” the gravity of the NPC so that it goes up and down, in short where there is a player
the question is: “How can I remove the total gravity of a Humanoid/Part”? so that if it can move in the desired direction
A BodyForce equivalent to the workspace’s gravity would definitely fix the problem. Gravity is an acceleration down and you need a BodyForce to cancel out the acceleration. Apply the gravity force in the Y-axis(that’s what up and down is)
To find gravity, it’s in workspace.Gravity.
…oh, and in case you fly up in space. You could change the velocity of the character directly without any change over time.
Remember to respect the part’s mass. You’d probably be best off creating a BodyForce in the root part of the constellation and setting BasePart.Massless to true for all other parts within the constellation.
The result is supposed to be
The humanoid moves towards the hunted player (the nearest player) by crossing the material regardless of his position and killing him
Be sure to read @Flubberlutsch post up above. You have to account for the parts’ masses & he directly references workspace.Gravity so that it will work on any map no matter what gravity is set to.
It’s okay, he no longer has a collision and is no longer subjected to gravity.
however, when he follows me, he stays at the same height
how I could make it change height (ordinate) when it follows me
I think there’s values that lets you changed them, it’s what weight lifting simulator used to resized their body, just check the humanoid and check if there’s a value and try changing them, you’ll see that they’ll change size.
Oh, excuse me, I may have misspoke.
I wanted the height in relation to the Y axis
when I’m under the NPC, it doesn’t go down, it stays at its height (Y axis)
and it’s the same when I’m above him, he’s heading below me but doesn’t change altitude