Make a vehicle move

How can I make a vehicle realistic drive to a point in workspace.

Picture of my thinking:
(RED Part = point)

I’ve been trying everything and cant get it to move.

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PathfindingService.

Here’s a link: PathfindingService | Documentation - Roblox Creator Hub

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Can you provide a example code so I can get a idea?

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From Roblox:

local PathfindingService = game:GetService("PathfindingService")
 
-- Variables for the zombie, its humanoid, and destination
local zombie = game.Workspace.Zombie
local humanoid = zombie.Humanoid
local destination = game.Workspace.PinkFlag
 
-- Create the path object
local path = PathfindingService:CreatePath()
 
-- Variables to store waypoints table and zombie's current waypoint
local waypoints
local currentWaypointIndex
local function followPath(destinationObject)
	-- Compute and check the path
	path:ComputeAsync(zombie.HumanoidRootPart.Position, destinationObject.PrimaryPart.Position)
	-- Empty waypoints table after each new path computation
	waypoints = {}
 
	if path.Status == Enum.PathStatus.Success then
		-- Get the path waypoints and start zombie walking
		waypoints = path:GetWaypoints()
		-- Move to first waypoint
		currentWaypointIndex = 1
		humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
	else
		-- Error (path not found); stop humanoid
		humanoid:MoveTo(zombie.HumanoidRootPart.Position)
	end
end
local function onWaypointReached(reached)
	if reached and currentWaypointIndex < #waypoints then
		currentWaypointIndex = currentWaypointIndex + 1
		humanoid:MoveTo(waypoints[currentWaypointIndex].Position)
	end
end
local function onPathBlocked(blockedWaypointIndex)
	-- Check if the obstacle is further down the path
	if blockedWaypointIndex > currentWaypointIndex then
		-- Call function to re-compute the path
		followPath(destination)
	end
end
 
-- Connect 'Blocked' event to the 'onPathBlocked' function
path.Blocked:Connect(onPathBlocked)

Really confused on this, I’m trying to make a vehicle model move to a position not a npc.

You can apply the same principles to it

you cannot use pathfinding api on a vehicle. Only on Humanoids

You can add a Humanoid to the vehicle.

Here are suggestion you can do

  1. Create a module script for driving a car, this is including the movement, E sit, POV change and more
  2. Then create a method for getting all the points of the part then move it to that part position

It would be illogical to do so

He does not want it to be like that. Im assuming he does not want the car to go to each point and then rotate and go onto the next point. He wants a smooth transition from one point to another without making it look choppy.

You can lerp the vehicle to the red squares.

This guy explains it well:

wouldn’t use physics then? unless that is fine with him

Wait, is lerping CFrame physics?

How do I make it lerp there realistically?

Honestly, it’s just a bunch of tweaking.

(Writing the code, one second).

I never used lerp and I’m confused on how to do this.

Sorry for the delay, this is how you would do it:

This Script is in ServerScriptService.

local ReferencePart = workspace:WaitForChild("Part")
local Car = workspace:WaitForChild("car")

for i = 0, 1, .01 do 
	wait()
	Car.CFrame = Car.CFrame:Lerp(ReferencePart.CFrame, i)
end

What it should look like:
https://gyazo.com/55ea9e75f30ba42378048c5d790291b5

(Note: my studio is a little buggy right now, so it may look glitchy).

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Oh sorry I meant wouldn't use physics?

Oh yeah, it would not use physics.