What bodymover makes a part move forwards based on it's orientation?

I’m currently trying LinearVelocity but I don’t quite understand if I should be using Plane, Vector, or Line mode.

Line doesn’t have the capabilities of ceasing direction while the other modes do so I think that one is probably not what I’d use.

Plane has 2 directions, which I haven’t used yet but I’m going to try next. I would assume since planes movement would be upwards/downwards, and forwards, then the coordinates are Y, and Z.

Vector is the mode I’ve been trying relentlessly to make work. The direction of the vector no matter what method I try using whether it be seat:GetPivot().LookVector * speed, seat.CFrame.LookVector * speed, Vector3.new(0,0,speed), it won’t make the seat move forwards based on the orientation of the seat object.

a VectorForce can be given a relative to World or attachment. so just make your attachment face the same direction as the LookVector of the part and the VectorForce will follow

the Z axis of the VectorForce would be the forward and backwards after that im pretty sure. if not just try moving to a different axis and see what happens. you can alwahs enable show constraints so you can see whats going on

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I’ve already tried rotating the attachment so it faces the direction of the seat. And I’ve tried Vector3.new(0,0,speed). Attachments are already made to update with the orientation of the ship, as you can see in this clip when I rotate the orientation of the attachment also updates with the orientation of the seat object.

So why is this not working? I might try changing the Vector3 coordinates to 1,0,0 instead of 0,0,1 because I’m unsure on what the issue is.

Nvm brother, for some reason updating the worldcframe of the attachment fixes it’s orientation. So I guess what I was seeing is just what it looks like on the client.

Thanks for the help!

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i think your gizmos are in global space, you can swap to local space with ctrl + L

if thats the case, then your VectorForce is relative to the world

if not, where is your VectorForce parented to, i dont see it in the video

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