Hello.
I’m trying to make an obstacle involving a RopeConstraint
for an obby; however, the platform on which the player stands on starts flailing almost indefinitely after the interaction.
It looks like this shortly after I’ve stepped on it.
After 4-5 minutes, it calms down. The platform is still gently moving, though.
Getting it to this point would be acceptable, but I’d like for it to be within 20-30 seconds after the player has jumped off of it rather than it taking an entire 4-5 minutes to do so.
I’ve tried using a VectorForce
, an AlignPosition
, and an AlignOrientation
to try and make the platform slowly and naturally return to its original position, but none of them seem to work. I’m clueless when it comes to building physics, so maybe I wasn’t using those objects correctly. Nevertheless, I need a solution.
Any help would be appreciated.
Thank you!
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Make it really high Density so players can’t push it as much.
Use low values of AlignPosition and AlignOrientation to start out with.
The other thing you could do is add a very low force SpringConstraint to an attachment 10 or so studs below the platform and put the other end on the baseplate attached to the top pivot block. Have that attachment about 20 studs below the first attachment.
Experiment with the spring force, the damping, and the Positions of the Attachments.
1 Like
could be network ownership issue?
Try adding spring constraints at the 4 corners of the part.
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The more constraints you put on something the more the physics can try to fight itself.
If he uses AlignPosition and AlignOrientation with a higher Density platform it should fix the flinging issue. The single Spring mounted down below the center of the platform should help dampen out any forces as well.
OP never mentioned a flying issue? Their issue is simply that the platform doesn’t return to its original orientation and rotates too quickly. Spring constants can easily fix the problem.
I also tried the align orientation method myself, and it seems to be more restrictive (responsiveness and torque are set to 1 and 10, respectively) and can be flung easily! Having a part of higher density would just make it NOT rotate at all!
While the one with spring constant moved a lot freely while at the same time was restrictive enough to not allow the part to fling or go insanely fast.
Please consider testing before attempting to solve a question. It would be beneficial for everyone and more logical.