im am deeply troubled by this information. I loved body gyro… and body velocity… Oh how i yern for them back… but alas, life is cruel…
What would a gal like me use as a DIRECT COMPARASIN to body velocity?
im am deeply troubled by this information. I loved body gyro… and body velocity… Oh how i yern for them back… but alas, life is cruel…
What would a gal like me use as a DIRECT COMPARASIN to body velocity?
They… didn’t just… remove them…
They’re just deprecated (legacy) and can still be used…
how would i use them… they dont show up in the instance list
Not sure if this is the right word, but it’s kind of “ironic”
Because they reMOVED body MOVErs
WaHgT I still use them on my projectiles eh
With… scripts…
Instance.new(“BodyVelocity”, workspace)
etc…
and then drag them out of workspace where they need to go
There’s a setting in the studio settings to show deprecated instances. This can be used to insert deprecated BodyMovers or any other deprecated object you may want to use. Though keep in mind that these instances were deprecated for a reason, and more than likely have a more efficient or helpful alternative.
FYI here are the new body movers that are supposed to serve as replacements for the legacy ones:
BodyPosition - AlignPosition
BodyGyro - AlignOrientation
BodyAngularVelocity - AngularVelocity
BodyForce - VectorForce
BodyVelocity - LinearVelocity
Nah they didn’t remove it,
Type this in the command bar:
Instance.new("BodyGyro", workspace)
Instance.new("BodyVelocity", workspace)
Be wary there is no guarantee deprecated items will last forever / remain usable as the engine continues to get updated
it’s best to learn the new alternative to future-proof your title
They’re actually very different from what BodyMovers accomplish, a bit surprised they ‘deprecated’ BodyMover objects.
Constraints apply force relative to something else; BodyMovers apply specified force to the object and can hold it in place.
Pretty big gap that I can’t bridge across by using the new constraints.
While this is true, they’re very unlikely to remove such widely used legacy components any time soon. I’m willing to bet that they won’t remove them entirely for likely many years to come.
agreed. I’m still going to be using the legacy ones for the most part (I do like VectorForce
though)
new ones use attachments with a lot more configuration so they can fully replicate any behavior of the old ones but them using attachments is the downside for me. just adds more instances that you have to create and keep track of in order to use them.
The reason most things get deprecated is being they’re superseded by something better. They aren’t deprecated for no reason.
Use AlignOrientation instead of BodyGyro
Use LinearVelocity instead of BodyVelocity
Use VectorForce instead of BodyForce and BodyThrust
Use AlignPosition instead of BodyPosition.
Use AngularVelocity instead of BodyAngularVelocity
Lastly, Use LineForce instead of RocketPropulsion
If you refer to @C_Sharper’s reply, you would’ve noted that “Constraints” aren’t the same as “Forces”
I see you a lot and you’re usually someone I agree with, but this is just plain wrong.
Example:
Sure I could use a LineForce for a rocket, but what happens when I want that rocket to go thousands of studs away? Do I just keep repositioning the other part that’s required for it to work? Do I just make the other part’s original distance that far? If I do that that’s probably going to mess up these constraints due to how they’re implemented.
I’m mixed between acceptance and confusion to this update in all honesty.
I’m not an expert at that stuff, but I was only following what the API Reference Manual Said. Don’t blame me. Blame the API Reference Manual
they arent removed just deprecated just use
local BodyVelocity = Instance.new(BodyVelocity)
BodyVelocity.Parent = script.Parent
(i used script.Parent as an example just put it wherever it needs to go)
Roblox announced them as body movers.
Edit: NVM The documentation also suggests line forces as well.
I think people freak out over things being deprecated too much, they should also understand why which in this case @ValiantWind is valid they have more features you can use ex: Rigidity enabled is my favorite which is like anchored but now has the physics forces to “push stuff” when moved.
Use a script to just spawn them and CTRL+X and CTRL+V them
Yes you’re indeed correct, and LineForce is okay since it’s much closer to the original BodyMovers than the rest, but theres still a lack of usability for a lot of cases which BodyMovers were used originally.