Hi guys,
I have a bit of a problem. I am trying to move the small part (as seen in the image below) along the red line and to the large part with the red circle above it. I have looked at a few methods of achieving this but none work.
TweenService: Doesn’t work as TweenService does not factor in collisions and I need collisions in the game. Linear Velocity: Does not work as part must be unanchored and I need it anchored AlignPosition & AlignOrientation: Do not work for same reason as Linear Velocity
Basically, no constraints work. The other method I was thinking about using is CFrame but I don’t know how that would work.
If anyone is wondering, the red line drawing the two parts is simply just a beam.
Edit: Just to clarify, I do not want to teleport the part. I am trying to simulate a walking effect where the part moves at a constant speed towards the target and if there is a collision the part will just stop where it is.
well, if you NEED collisions and it can’t be anchored, then you have pretty few options
a. you can do the math for when to stop the part early(would be especially bad considering rotatinons)
b. shapecast(blockcast) the small part along the line to find the point it needs to tween/lerp/move to
If you want to be consistent with the speed I would reccomend what @oOmekooOo said. If you just want the object to go in that direction, just use :ApplyImpulse() or smth
As you can see, the part is anchored and does fall over (I think its anchored), and it has non collide. The soldier can walk around a specified path. In the gif, I think they use parts to draw the lines whereas I’m using beams. I don’t think it makes a difference though.
Do you have any other ideas as to how I can replicate a system similar to this?
But does that mean I can add a humanoid to anything and call humanoid functions on it? E.g my lifeless, small part can just magically become a humanoid?