if getdecendants doesnt work use getchildren perhaps
you can put the script in workspace or serverscriptservice
i cant really help with the code part sense im not familiar with gravity controller
if getdecendants doesnt work use getchildren perhaps
you can put the script in workspace or serverscriptservice
i cant really help with the code part sense im not familiar with gravity controller
I have tried to put the code in many areas but it does not seem to work.
also i need it to be client sided so that one person can be standing on a part with gravity controller enabled and the other person can be on a part with gravity controller disabled
Thanks for that explanation. I hope someone can help me with a similar issue.
I’m using the gravity controller and attempting to create a Region3 that removes the gravity controller while any character is inside it and “give it back” once a character leaves the Region3 zone.
I am having trouble understanding how to do this. I have a working Region3 that can detect players but I don’t know how to instruct this Region3 to affect the players LocalScript (the one mentioned in the post) to turn the gravity on and off.
Any advice would be appreciated thanks!
(Also this controller is so much fun to play with! Many thanks for this resource!)
@CDDevelopment I’m trying to do the exact same thing with certain wedge parts, preferably by having them tagged in the collection serviced like the ignore list in the older version of wallstick.
Where did you change the wallstick.Normal and VectorToObjectSpace properties?
@EgoMoose This system is fantastic, but I noticed the updated wallstick doesn’t use collection service tags like the old one did. I really need to be able to have certain parts ignored in my particular use case.
Is there an equivalent system for specifying parts to ignore? If not, which script do I need to modify to implement it?
Nevermind, there was a scripting problem on my end.
For anyone else having trouble porting the tags from the previous version of wallstick, be sure to make the following change in the raycast function of the boots module script:
This system breaks mobile shiftlock scripts? What can I do to still have mobile shiftlock?
Brilliant resource! Thanks for making it open sourced.
similar like this I used, even break this
how do i make the gravity sticking constantly on without a need for tools? i tried to figure out by looking at the code of the tool in the playground, but i have absolutely no idea what it is doing or how it works
What does this mean? Does it mean that I can’t get the “avatar states” such as; running, walking, jumping, sitting. etc.
That is correct. Since the controller doesn’t use a humanoid state tracking is disabled. This isn’t a purposeful choice, but rather a consequence of not using humanoids.
Another Problem when you switch to Server Mode ingame your client falls through the map
^^ This here leads it to fail because of the Accessory name “Neck” which is ironic AND A huge coincidence which should also be avoided
It doesnt work with custom rigs, such as my spider-man rig, which has custom skinned meshed parts, and bones. I tried adding an script in the animate thing, copying it and etc. but it didn’t work. is it even possible for custom rigs?
Experiencing something really weird while using it in a ragdoll game. Ragdoll bug is due to changing humanoid state to getting up that I understand but what about these?
Terrain Bug - Weird behavior, looks like player is being treated as he is jumping… Animation doesn’t work on terrain sometimes.
Ragdoll Bug - which I know what’s causing to make it walk while ragdoll but look at the camera disturbance.
Walking on a part with linear velocity: That’s something strange.
I got this error
20:47:12.855 ReplicatedStorage.Wallstick.CharacterModules.Camera:34: attempt to call a nil value - Client - Camera:34
Hey again @EgoMoose! I just had one quick question, how would I make a player spawn upside-down. So, that they actually spawn on the spawn location, even though it’s on the underside. Since now, Roblox automatically spawns it on the top side (the “correct” way). But I’d like the player to spawn upside down, as without them having to walk to the underside of the brick.
Is there any way to achieve this? Thank you !
Edit: I tried this, but it kind of bugged out and I just fell of the part:
It basically just rotated the so it would look like he is standing up side down, and I hoped that the hravity controller would «suck» the player to the ground. But no.
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
character.HumanoidRootPart.Position = Vector3.new(5.81, 165.634, -184.292)
character.HumanoidRootPart.CFrame *= CFrame.Angles(0, math.random(90), math.rad(180))
end)
end)
If anyone else than @EgoMoose knows, then feel free to answer too!
Make the whole world upside down so the player feels upside down when they spawn normally.