This is more or less related to scripting. At the moment less but aiming for more (idk)
What i mean is right now I am using moving constraints while wondering if there is better (maybe programmatic) ways of actioning this event.
I’m looking for a way to have the wall effectively push (with force) eligible parts.
At the moment it works. Not well but it does. The persistent issue I’m having though is that when the wall needs to apply force upon a large number of unanchored parts, it cant. I assume this is because the built-up friction and mass of the affected parts but i’m not sure.
I was using ApplyImpulse, to hopefully help the parts on their way, but I see the wall getting visually stuck on masses of parts, but still applying an impulse to parts which have not been visually contacted.
func = function(event)
local debounce = {}
local wall = event_assets.Wall:Clone()
local finish = event_assets.WallEnd:Clone()
local y_pos = workspace.Game.Islands.CentralIsland.Island.PrimaryPart.Position.Y + math.random(-30, 30)
wall.PrimaryPart.Position = Vector3.new(wall.PrimaryPart.Position.X, y_pos, wall.PrimaryPart.Position.Z)
finish.PrimaryPart.Position = Vector3.new(finish.PrimaryPart.Position.X, y_pos, finish.PrimaryPart.Position.Z)
finish.Parent = workspace.Game.CleanUp
wall.Parent = workspace.Game.CleanUp
wall.Wall.AlignPosition.Attachment0 = wall.Wall.Attachment
wall.Wall.AlignPosition.Attachment1 = finish.WallEnd.Attachment
wall.Wall.AlignOrientation.Attachment0 = wall.Wall.Attachment
wall.Wall.AlignOrientation.Attachment1 = finish.WallEnd.Attachment
wall.Wall.AlignPosition.Enabled = true
wall.Wall.AlignOrientation.Enabled = true
wall.PrimaryPart.Touched:Connect(function(part)
if part.CollisionGroup == "GameFree" then
if not debounce[part] then
-- part:ApplyImpulse(wall.PrimaryPart.CFrame.LookVector * 2 + Vector3.new(0,4,0))
else
return
end
task.delay(.5, function()
debounce[part] = nil
end)
end
end)
Debris:AddItem(wall, 5)
Debris:AddItem(finish, 5)
end,
I really want to stick to using moving constraints as I like the ease of implementing interactions between them.
Thank you!