Problems with Tweens and climbing

Hello people of the Forums,

I seem to have a problem when trying to climb a ladder. I’m unable to climb it because either the tween is moving too fast or the ladder is too unstable due to the tween.

As you can see in the video, the player can’t climb the ladder smoothly

I can’t find any solutions on the forums or YouTube.

The Tween

local base = script.Parent.PrimaryPart
local Ts = game:GetService("TweenService")
local Info = TweenInfo.new(30, Enum.EasingStyle.Linear, Enum.EasingDirection.In, math.huge, false, 0)
local newCframe = base.CFrame + Vector3.new(0, 0, 500)
local tween = Ts:Create(base, Info, {CFrame = newCframe})

tween:Play()

If anyone can help me with this problem, that would be greatly appreciated.
Thank you in advance,
NotUD

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Move it with physics constraint like AllighnPosition+AllighnRotation so it will transfer velocity to player character aswell.

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If you tween an anchored part, it doesn’t update the velocity of the part, since the anchored part’s velocity will always be 0 for as long as it is anchored, which is why your character also wont move with it if you stand on top of it.

Change the AssemblyLinearVelocity (I think) to the velocity of your tween and it should work as you intend.

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Not true
Anchored parts do keep velocity and that how you make “conveyor” like effects.
Hence upon contact it transfers velocity without losing it.

Can you please explain to me how to do that? I’m unfamiliar with AlignPosition and AlighnRotation.

Just use them to move your object.
Weld it toghether first using WeldCOnstraint and move root of it using this constraints.
Or alternatively set velocity to a moving platform (complicated)

So do I put a script inside of the WeldConstraint?

Nevermind, people, I figured it out
So what I did is instead of using tweens, I just used AssembalyLinearVelocity on the Parts.

I misspoke but 98% of what i said is correct, if you don’t manually set the velocity then it will be 0. What I said about it not updating is true.

Do you mind marking mine as the solution since I commented this originally : ) thanks!

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