I’m wanting to rotate this cylinder part, however nothing is happening
Add = 0
while wait() do
Add += 1
workspace.World.BodyGyro.CFrame = CFrame.new(0, Add, 0)
end
Not sure why it refuses to move though
I’m wanting to rotate this cylinder part, however nothing is happening
Add = 0
while wait() do
Add += 1
workspace.World.BodyGyro.CFrame = CFrame.new(0, Add, 0)
end
Not sure why it refuses to move though
Is the part anchored? If so, then the body mover won’t have any effect on it. Personally, I’ve never worked with body gyro, so that’s all I can really help with.
You can use regular cframe like this
while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,5,0)
wait()
end
and if that isn’t exactly what your looking for this may work →
while true do
BodyGyro.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,5,0)
wait()
end
You should use the CFrame itself to change it. for example:
local inc = 1 -- how much you want it to turn each time
while wait() do
gyro.CFrame = CFrame.new(0, inc, 0)* gyro.CFrame
end
one thing I noticed is that you used CFrame.new()
, I have never used body gyro either, but you should try doing CFrame.Angles()
instead.
local inc = 1 -- how much you want it to turn each time
while wait() do
gyro.CFrame = CFrame.Angles(0, inc, 0)*gyro.CFrame -- use math.rad() on inc to make it in degrees. EDIT: I meand math.rad, not deg. Mb!
end
Let me know if it works!
Try raising MaxTorque
? (30 letters oof)
You put the script in the part right? (server script)
No. I need the part to rotate locally. As I’m going to have it move based on the players movement
I’ve got MaxTorque set to inf on all axis
The player needs to be the network owner of the object in order for them to be able to move it, iirc.
I can’t set Network Owner of Anchored parts And I don’t want the part to fall through the world either
Anchored parts arent affected by BodyGyro…
How can I make it so the log doesnt just fall through the world then
You can just add a bodyVelcocity of
BV.Velocity = Vector3.new(0,0,0)