Roblox bodyposition not working (part isn’t anchored) What solutions have you tried I am trying to make a moving part in an obby that a player can stand on properly without falling off, so I’ve tried tween but tween doesn’t allow players to stand on the part when it’s moving. local TweenService = game:GetService("TweenService") local TweenMovingInfo = TweenInfo. I’ve done it in the past using RightVector multiple times and it’s worked, but for some reason it’s not working now. new("BindableEvent") Hello, I’ve recently been working on a simple puzzle game that utilizes some of the vanilla Roblox camera types to achieve a semi-original camera. Step 1: Press the Windows + S keyboard shortcut to open the search menu. In my game, I have a character effect system, some of said effects are floating companions. The issue is that you’re fighting against the BodyPosition instead of using it to move the character I think. Open the Roblox app and go to the settings menu. The problem is that after the first default accessory is added, I cannot add more I’m trying to make a loot bag system sorta like psx (Pet Simulator X). What am I doing wrong, and how can I fix it? Here is an attached copy of the why isn;t it work explorer client --//// Varibles --// Config local DragForce = 300 --// Important local Player = game. I need to apply a restrictive force to all 3 axes, but to different It still doesn’t work, in fact, that was the one I used at first. My use of BodyPosition relies on the Maxforce property being a Vector3 and I have yet to find a replacement for it. Roblox Body Position & Gyro aren't replicating? VR. If you need further control on a force applied to an object, consider using a BodyForce or BodyThrust instead. Torso weld. Start finish = script. BodyPosition. Instance. Example: If I have the player on a hoverboard, and I want their vertical (Y) position to smoothly change based on what’s underneath them, it’s currently impossible to do Yesterday, Align orientation in game and studio was working fine, but today it seems to be not working at all. FloorMaterial == Enum. Position will do weird things if something else is already at that coordinate. After the From my reading ApplyImpulse will only work if the side its fired from has network ownership over the target. CFrame model. The BodyPosition interferes with the BodyVelocity, and if it’s MaxForce is set to high, the player won’t be able to swim. It has a HumanoidRootPart. I tried changing the materials of the robot to plastic, fabric, even foil, but it still wouldn’t work. they are still useable but not recommended to use for new work if you really need BodyGyro you can create it using command bar. what’s the best way to do this? Not a huge fan of the new UGC dynamic faces and character bundles so far. __moveToFinishedEvent = Instance. But it doesn’t carry a character but on YouTube say it’s supposed to carry a character. If that person is not I am currently working on a combat system and I use FireAllClients() for the pushback using BodyPosition which works fine when I am fighting NPCs but when other players are fighting NPCs it appears to be choppy and lag a-lot even though its not on the server. I’ve made it with BodyPosition and added BodyGyro to stop it from constantly rotating on it’s sides while moving, I tried to increasing the BodyGyro’s BodyTorque to 40000,40000,40000 but it still does not work. com BodyPosition | Roblox Creator Documentation [object Object] This is the So I Have the below script and I have another script that changes the Value of Difficulty depending on the users wishes I know that the value changes because I have gone into the players “Player” and seen that it does change. Everything seemed to be workingI could move the player on top of a directional arrow button, and that button would move the platform by setting the Position property of the BodyPosition Edit the MaxForce of the BodyPosition. Its working great in Third-Person if the body’s Y axis (Rotation) isn’t changing, but when i go in First-Person if i look behind me my head turns 180 degrees. I have some “Safe Seats” that protect the Player if he is sitting in them. By default, I add a silver duty belt as an accessory to their avatar. The part that has the align position is going far away from the humanoid root part even though if use body position the pet is next to the humanoidrootpart just fine. I want the move to be like this So far i’ve tried using tweenservice, body position, and body velocity, but I’m not getting what I want This is the actual move: -local firefist = game. Part0 splatterPiece. Position = finish. Here’s the code. If you know how to fix this problem or could help me please reply. roblox. This is my Explorer View --Localscript local ContextActionService = Edit: if you just want them to use body position, lower D (dampening) it slows it as it reaches it target, which makes it unprecise (same with body gyro) Roblox Creator Documentation instead of BodyPosition just because you can set a MaxSpeed. Position = startPartName. How do i go around tweening BodyPosition. Documentation - Roblox Creator Hub. Right now my helicopter can go up and down with Q and E, it can move forward with W and backwards with S and it can turn with A and D. If you want 100% rigid then use the good old . I managed to create a version that works but slowly moves the part away from the original position. How bigger the Vector, how less interverence other forces can give. Here’s how i’m trying to do it: local vel = Instance. petShow. I’m trying to set the neck joint orientation to the cameras orientation. new("BodyPosition",v) Should be. I would upload a video but it’s not working so here’s a diagram instead: As you can see in the buoyancy effect. Mode = Enum. Members Online. Position wait(4) im trying to make a script that i will use to scare skids that use "FREE ROBLOX EXECUTOR WORKING 2022" n shit, what font should i use and what name should i give this shit (ill make it so after you click the "execute" button you get a pop up saying your Hello,I’m making a very simple Helicopter, The Helicopter is a welded model that is not Anchored and it has a part in it that contains a “BodyPosition” with a script the script change the BodyPosition’s Position and that make the Helicopter move but there is one problem the Helicopter is moving too fast and when I try to slow it down I change the BodyPosition’s Hello, I’m experiencing an issue with the Find All button in the script section of Roblox Studio; clicking it yields no response. Gravity, height of the water (h) as the collision point’s y value, and calculate the surface area of the water for A. The BodyPosition object applies a force on a BasePart such that it will maintain a constant position in the world. This means it only moves ‘forward’ once and that’s it! I have tried the I want to spin my pet when you unlock it, somehow, when I start rotating the main part which is the one that has everything welded. Platform local start = model. 2. You can use the buoyancy formula, Fb = ρghA. Type Roblox in the box and select App settings . LocalPlayer:GetMouse() db = true m. new("BodyPosition", PartToMove) BodyPosition. After debugging while playtesting I found out that the position property on the BodyPosition wasn’t being updated. huge) bodyGyro. Some insight on what I should change would be much appreciated. It’s unanchored, massless (although that doesn’t seem to change anything), welded to the rest of the model using When I try to run the game, The BodyPosition wouldn’t work. If you know what to do please help. Character or plrWhoWantsToEquip. From the local script I can reference the part in the workspace and change it’s Position, Color, etc. Parent hit in our case would be Okay, so I was reading some posts on devforum on how body movers are deprecated, and i’m wondering, should I use them or not? If not, what would be a good replacement for moving a character, rotating a character, or even setting a character in a certain CFrame? Any help would be appreciated! Alright so I’m not 100% sure if this is all I need to achieve this, but currently I’m trying to use BodyPositions and BodyGyros to prevent the player from spinning/rotating and keep them on the same z axis. Workspace) Hello, I am trying to make a vacuum on the ceiling of a room that sucks up items to be deleted. Currently, if I want to have AlignPosition only act upon the Y axis, I simply Hello, I don’t know if the title is explicit but the problem is that I have a projectile with a BodyPosition and after 1 second I delete it and put another one. -- Create so im creating a custom suspension system for a car. thank you 🙂 Hello, if I create a body position, parent it to a npc, and set the body position’s position to a moving player, will I update the body position to follow the player? If not, how do I replicate the effect? I’m trying to update a pets position, however when they spawn in they do not move. I’m working on the obstacles game. Position = (Player. Linear, --Easing style Enum. Parent = Looking at some tutorials for scripting in Roblox Studio and a lot of people are using the BodyPosition attribute, I'm looking in my Advanced Object browser and it's not there, the only thing close is BodyColors. I need to limit the speed, and I’ve tried using MaxForce and such I can’t get it to work (Sorry if wrong category) Alright so beforehand, yes everything is defined correctly, PlayerCharacter links to the corressponding player’s character and Spawn is linked to a brick. This does look pretty funny but its not ideal for what i’m trying to do. CFrame * CFrame. this is my script: local ReplicatedStorage = game:GetService("ReplicatedStorage") local Event = Hello, I am making an obby, and one of the items is a moving lava block, I have tried to make one, using this script: start = script. local bodyGyro = Instance. create. local m = game. So I’ve recently been testing around Roblox physics and came across BodyPositions. Here’s my code: (All the prints are printing as intended) local PetFolder = Hi all, creating a schedule that allows you to claim things nothing particularly extravagant but after passing from the server back to the client using FIreAllClients() it only works on the client. What ends up happening is it prints “moving” but nothing actually happens. Finish local bodyPosition = platform. It’s just freezing there What solutions have you tried so far? Tried to search on internet and tried some of it but doesn’t work. HumanoidRootPart) I am working on a bit of a building system. MaxForce = Vector3. Here is my code: local currentcf = model. CFrame = newTower. Every frame I’d like to move the BodyPosition in a direction (Let’s just use forward for now); however, the code I am using, which to my knowledge should be working, seems to only be firing once. scripting, help (note: I looked at different posts with this issues but they still didn’t fix my issue) Ok so I’m making a jetpack with AlignPosition and the AlignPosition is doing nothing. The companions just float in the air beside the players. Use AlignPosition Reply reply GhostdogPlays • dang u helped me on both of my posts today lol thanks Small Roblox Developer motivation. new("BodyGyro", game. Value = true local bodyPos = Hello everyone! (This is a topic that kinda goes with my last) Basically, I’m using CFrame to make a broom go back and fourth so someone can sit on it and it takes the person to the next stage (I’m making an obby) For some ODD reason, when I position it and everything. new(humanoidRootPart. The purpose of this is because I want to move the character to a new position via the body position. We do have some good ones, but most are not good. new((math. This is my model with AlignPosition and RigidityEnabled: This is my model with Hello! Edit: I have looked through the forums for solutions to the problem as there are topics that were created, but none have been answered 🙁 I’m trying to create a Lumber Tycoon 2-esq grabbing system - As in you click on a part to drag it around within 10 studs of your character in the air, and releasing will let the part fall - It generally works pretty well, except for Suppose I have a custom character rig. I’m using set, anchored, non-collideable parts as targets. I made a local script that sends LocalPlayer through a RemoteEvent. space You can try using it to repair Roblox and see if that gets it to work. The first is that whenever I why is it that when I work with body position, my Part first stands and only then begins to move I use a local script to transfer information to the server script via EVENT, create a PART in the server script and add VELOCITY to it, but it first appears, waits 0. Value == false then aerialBool. I did research on how to make a fly script and got a reference from Zairky’s fly script. If you have a I am attempting to switch from body position to the not deprecated align position but am having issue. new("BodyGyro") bodyGyro. Position = hit. Position is constantly updating as it should, however, the ball does not move. I am currently making a Tower Defense game but I cannot make the Tower face the target. However, when I put a part with that group in the workspace and play, it does not fall through the baseplate, but when I use a body gyro/body position, it falls straight through the ground. CharacterAdded:Wait() local I’m just doing a simple tween animation for a gui frame where it just goes up and down. Maybe there is other things i can use instead of AlignPosition? I’m not sure if this is only me but BodyVelocity doesn’t seem to work in my scripts for both client and server side. Though I’m not sure how to make it work with A and D. C1 the whole body turns with it and thats the new problem (was happening with C0 also) the difference is that the neck motor is in the torso in an r6 rig but in an r15 one the neck is in the head Before you reply with AlignPosition, Plane, or PrismaticContraint hear me out. Position, controls the target world position. Position = humanoidRootPart. Don’t know how that happened so I just deleted it. Part1 = splatterPiece weld. LookAt(math. I have a video as reference to show As you see in the video, when the distance is longer, the speed is higher and so on. I managed to get it working using BodyPosition and BodyGyro on the moving platform. EasingDirection. Pets[PetData. Unofficial reddit, not ran, nor monitored by ROBLOX staff. Position wait(6) bodyPosition. I got a new laptop for Christmas and I really want to play Roblox, but nothing I do will make it work. It’s supposed to face your character towards the camera when equipping using Renderstepped, but currently, is stuck facing in one direction. This is the code in my main script. Hello, I am trying to make a telekinesis script where u can telekinetically pull a stake towards you and it will stay at the side following you, However its currently not working as well as i would want it too This is what i want: This is what I’ve made up to now: Here is the script: local Character = Player. While also making it so that if a chunk of parts is not in some way touching the baseplate, they fall, like in the second video. new("ManualWeld") --creating the weld between your body and the part weld. I also noticed if I use align position the custom character im using has its aniamtions interuppted and Pretty much exactly as the title says, I want to have multiple objects that are connected to the main one be able to move together using body velocity, But I’ve encountered 2 issues with this. If the server does not specifically say part:SetNetworkOwner(player) or part:SetNetworkOwner(nil) (server), then it will use NetworkOwnershipAuto, meaning that the person who is in charge of computing the physics of that object will change based on things like distance and other factors. Parent = I made a script which is supposed to detect whether the humanoid is touching any material but air; and it doesn’t work. What do I want to achieve and what is the issues? This is very basic and I’m planning to use a local moving platform but first I want test it on server then move on to client and I used alignposition on platform to move with a character along. The other one just doesn’t work, I can see the BodyPosition in the projectile, I tried changing the values for dampening, force, etc but to no avail. When player stands on platform and part starts moving - the player not going along with the part. x-20, bp. I obviously Hello developers! So I am working on my horror game and I use BodyPosition for my AI, this is my quick module that I made, but the character doesn’t seem to work, or BodyPosition doesn’t affect the part, here’s my module : local module = {} module. Maybe try and use the arrows and the position. Position splatterPiece. What do you want to achieve? Pet Follows player What is the issue? The Pet doesn’t move to the player. My question is: If I change this BodyVelocity’s Velocity property FROM THE CLIENT, will the result replicate to the server? That is, will the character move as expected with the correct velocity on the server as well? If Hi, I’m Bunnyh, Since I started to make a sinking ship game, it seems that SetPrimaryPartCFrame don’t move the player as the model move. y, bp. I’ve tried to find the problem, but I haven’t found it yet. z) wait(3) script I’m currently making a moving platform using BodyPosition. Position RayCast dash system works bad - DevForum | Roblox Loading I’m working on tweening a plane along a path, which works well. Help and Feedback. I’m using collision groups to make sure they do not collide with other players and themselves. To help you get started, we’ve created a sample place showcasing local bodyPosition = deer. Players get teleported to the map, and the companion comes along to the player slowly, therefore I want the companion to teleport if the player is teleported. BodyPosition allows you to set the MaxForce as a Vector3, limiting the effectiveness of the object on different axes. if Humanoid. Im pretty sure the solution Bodymovers have been deprecated for vector movers: allignorientation replaces bodygyro, allignposition replaces body position, VectorForce replaces body force, etc. Value, --Seconds(Speed) Enum. I used AlignPosition but it’s so different and not same as BodyPosition. new("BodyPosition",HumanoidRootPart) Hi! I have a problem with AlignPosition, it seems to have some bugs and delays on the client. I want to solve these issues that I’ve come across without having to use alternative methods, as they won’t work as I’d intend them to either. same result system (system) Closed November 1, 2024, 8:54pm #4 So basically im trying to make a script that will face the player to the specified target object value. Even though it is being called every frame. I uninstalled McAfee since I saw that sometimes it can flag things as a false positive, I allowed it (Roblox) to bypass I am trying to figure out how BodyMovers are simulated in physics. Since BodyMovers have been depreciated I have been searching for a replacement for my BodyMovers. new("BodyPosition",TargetHRP) BodyPosition. 1. I have code that shoots a projectile. I added two AlignPosition offers many benefits over BodyPosition, but one fundamental feature it is currently lacking is the ability to prevent the constraint from acting upon specific axes. HumanoidRootPart) WeldAtt. Video link below. new("AlignPosition") AlignPosition. If you want to use BodyPosition try to use very big values both for dampening and P (Try 1000 I'm working on a first-person shooter that uses a BodyPosition to animate the gun and keep it with the player, however when aiming down the sights and moving it can get very jittery and you can see it stutter a lot. There are other “Regular Seats” in the level that are NOT SAFE and should not protect the Player. Name = "WelldATT" WeldAtt. wallhang then local cast2 = workspace:Raycast(hrp. local gyro = Instance. local SpawnedPetModel = Assets. Position = currentcf:ToWorldSpace(CFrame. I’ve tried using all kinds of diffrent methods but none of them I honestly don’t know what’s going on. But BodyPosition makes the character have a slight delay to its goal instead of being there constantly. Main. But when I use a BodyPosition, it does not move the part at all. Humanoid. Everything worked if I make it all Server-sided, so nothing is wrong with the script or the BodyPosition’s properties. BodyPosition:Clone(). Script I’m using right now: bp = script. To something like. Here’s how the script works: Within the script, I have the player character suspended really far up and I used a BodyPosition to smoothly move and match the character’s X and Z position to the part I set the Camera I want to fix mantling on slopes here’s the issue: here’s my code: if not var. In order to gather the values, you would find the density (ρ) of the water using ROBLOX’s PhysicalProperties object, gravity (g) as workspace. BodyPosition while true do bodyPosition. upvotes Hello developers, today i got a problem doing a Knockback system with BodyPosition. Script: local ServerScriptService = game:GetService("ServerScriptService") local HttpService = game:GetService("HttpService") local _Workspace_ = game:GetService("Workspace") local Lighting = game:GetService("Lighting") local Players = game:GetService("Players") local To solve the problem of the nil parameter I think that you should send one more thing from server to clients by using the remote event - ball to move. local mouse = game. (So that players stick to the block) The only problem is that when I tell it to go to I’m making an elevator, and I’m using a BodyPosition to make it go up. Is the problem because of the robot itself, the bodyposition itself, or the What you could do is simply make a random position in the selected area using the same “Pos” variable and then simply relocate the point each time the location is reached. And many of the parts that i want to pull are anchored. ReplicatedStorage. EasingStyle. I’ve used the same exact method on another object and it works perfectly, I’m really clueless on why it’s not working and I’m getting on my nerves as I get no errors whatsoever. Position+Vector3. Please help. PrimaryPart. -A second block on the other end, not anchored, called Part. position = point. I request you to please help me. I’m trying to achieve this it’s from street fighter this clip however I found another game made in the same style on Roblox and heres a clip from that And then heres my This is very likely because of NetworkOwnership. huge),(math. I used Welds but the weight balance between the player’s character and the character is terrible. Anyway, I’m trying to get a position based on the LookVector of another part. My connection is good but that doesn’t seem to be the case here and I’m still trying to find out for the past 2 hours. Workspace:WaitForChild("Heavy I’ve never really used constraints, since when I tried converting things that use BodyMovers over to them, they did not work the same way and when I tried to edit them, it became pretty apparent that the constraints aren’t as flexible as BodyMovers. What is the issue? I made a script on the Fireball. I checked everything and couldn’t find why it didn’t work. Here is the code while task. this is the code: local EndPositionOfKnockBack = TargetHRP. Changes to body position not replicating to server i think the issue is setnetworkowner - look at my modules being run on the server. I’ve used the same thing for other things in my game and they work absolutely fine so wondering if I could have a bit of guidance Find scripts Below Firing to the server for I’m currently trying to use a BodyPosition for this, with the position set to the water’s surface. CanCollide = false I’m trying to make a HeadMovement system specifically for First-Person. Position + Vector3. BodyPosition while true do bodyposition. Position = start. new(1,1,1)*40000 -- is the same as: Vector3. BodyPosition is simple, it applies a force to the desired location. new(0,0,-15)). Players. That being said, BodyMovers are deprecated, and I have no idea if/when ROBLOX will totally stop supporting You could find a way to modify the velocity to resemble acceleration but that’ll take more work. The ball’s MaxForce is infinite and I’ve changed the power value to a reasonably big number. However, I’ve ran into a problem with the HingeConstraints. CFrame); --0 I’m trying to make a dunk key bind using BodyPosition, however, my player always goes to the left side of the rim as shown: I’ve tried switching the goal variable to a part at the centre of the hoop but this has yielded no results. hockeylover29 (hockeylover29) August 20, 2019, 3:40am #4. local player = game. Character Character. WalkSpeed = 10 Target. I’m not getting any errors so I don’t know Im trying to use humanoidRootPart. I have a lot of max force for all axes, especially the Y, and I also have a BodyGyro for stabilization. I am making a telekinesis script and I want the object to hover next to the player’s right hand, but when I move my character to face certain directions, it makes the object go in other positions, like inside my head or the other side of my body. When i use vector3 it tells me to use Cframe and when i use Cframe its says use vector3. green local bg = Instance. LocalPlayer:GetMouse() local HS = game. My roblox account “Mimichu_2” got hacked and the hackers So i’m using a BodyPosition to make an object go to where it was previously (i have another script that changes maxforce). As I’ve Hey everyone! Today I was trying to make a shaky platform for a game that I am working on. The script below is part of a larger script but this part only starts once the Value of Difficulty has changed I dont know what is whrong with it My discord webhook isnt working. This is not really working though. They require Attachments, and in my specific case I shouldn’t use them. I set it up so the floor has all the other parts of the elevator welded to it, so when the elevator needs to go BodyPosition. AlignPosition script: local plrCharacter = plrWhoWantsToEquip. huge)) vel. I also tried using Ctrl+Shift+F, but that So I am using BodyPosition to move parts around the workspace, but they go really fast in the middle of the movement. Script Since the advent of constraints, AlignPosition has replaced BodyPosition. I did this exact same thing yesterday and it worked. So I might need some Hello I want achive the one part be moving with another part but I welded it but is not moving What I want achive What hapenning Thank for any help I am following a youtube tutorial to make a game but I have come across a problem where my body gyro does not work can someone help? Code: local ServerStorage = game:GetService("ServerStorage") local PhysicsService = game:GetService("PhysicsService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local events = What do you want to achieve? I have a Fireball that I want to damage the Player. function rotateToHoop() local hoop = GetGoal() local goal = hoop. What is the issue? Include screenshots / videos if possible! Body velocity isn’t working at all. new(0,3,10) local BodyPosition = Instance. That’s what I’m struggling with. What is the issue? I just found out BodyGyro, BodyVelocity, BodyPosition is being removed. Position. It works just fine going down but when it tries to go back up and off the screen it doesn’t and just teleports to 0,0,0,0 then teleports to its end destination. CFrame bodyGyro. That being said though, AlignPosition isn’t doing what BodyPosition did and I’m at a loss for how I can achieve that. Everything seemed to be workingI could move the player on top of a directional arrow button, and that button would move the platform I made a simple script that moves the character to the baseplate just to test body position and it doesn’t work. Parent = When the character moves, the script updates the position of the bodyposition so that it follows the Attachment, the problem is that the “Follow” seems to be incorrect, since it leaves the offset/path Here is the script! local WeldAtt = Instance. new(math. No easy solution in general, but that page is Developer Forum | Roblox AlignPosition not working. new(0,150,0) Issue Type: Other Impact: Moderate Frequency: Very Rare Date First Experienced: 2021-04-05 21:04:00 (-04:00) Date Last Experienced: Reproduction Steps: Create an assembly with WeldContraints Attach all parts to the PrimaryPart of the model Create AlignPosition & AlignOrientation objects and parent them to the PrimaryPart Create an attachment & parent it Please read the full post before asking if we tried this or that I have a custom R15 character, fully rigged, all the right attachments (we cross-checked with roblox’s rhtro body) We are trying to use 3D clothes as accessories (NOT skinned) For the most part, it works except for some odd reason the right shoe doesn’t co-operate. I’ve reinstalled and restarted Roblox Studio, but the problem remains. CFrame = CFrame. I’m not sure why this is happening. I edited the script to work with W and S and it works fine. So if a server tries to apply a velocity to the player, it wont work unless the server has network ownership over character’s primary part. Position = local splatterPiece = game. huge) so, i know that bodyposition is depreciated, but i was wondering, what would i use instead to move the player up into the air, about 30 studs above their current position, and have them stay there for about half a second, then drop back down? i’ve already tried MoveTo(), but that doesn’t really go into the air very well. Inside that part I have a BodyVelocity that will be used to handle moving the character. new("BodyVelocity") vel. I already tried looking on the devforum for other solutions and I only found 2 other posts with this issue and it didnt work. I can do this easily with the legacy BodyMovers, but wish to use physics constraints as recommended by Hello everybody, Im trying to make a Global Leaderboard that updates every 10 seconds (doing this 10 secs for testing) BUT IT DOESN’T WORK!!11 Can anybody help? INFO: (Both scripts are inside the ServerScriptService, also the first Script works and saves the player data, which is why it is making me ask "why is the global leaderboard script not working? " API Hello I am having difficulties with the BodyPosition class. 1 seconds approximately and then moves Is it really necessary to create a PART both locally and on the You can write your topic however you want, but you need to answer these questions: What do you want to achieve? Keep it simple and clear! A tsunami like ability that goes into the direction the player is looking at. Character. HumanoidRootPart. So my Hey developers! Been a while since I asked for help here. Run["0"]. -1 block on one end, anchored, called Target. that scratches of body position which “dampens” the velocity to avoid overshooting the goal. Parent = hit. Roblox has to make better rules about quality imo. I have searched through the Roblox Wiki but have not been able to find any solutions. BodyPosition bodyPosition. They only seem to go away instantly because they’re moving very fast. What I want it to do is face the correct way. BodyGyro. The left part is where It should start but the right part is where it actually does start, and I made it move to the right and back to Help and Feedback. I cannot use AlignPosition. ServerStorage:WaitForChild("FireFist") local TweenService = Hey everyone! As you may or may not have known, the good folks on our Physics team have been working on a revamp of the body movers system. I am writing a pet script and I have everything apart from the following done. So I have a long jump script that is supposed to make the player jump forward, like in super Mario games, and when I press F, nothing happens. Here’s a basic setup: New game with baseplate. Am I missing something or do I need a specific plug-in? TIA, J EDIT: Pic just to confirm what I mean, if this helps. You do not want unsmooth behavior/unrealistic behavior. new(40000,40000,40000) This will make it so that you can’t push/move the Part around and the BodyPosition takes priority over the position. The body position (as well as body gyro) is created and positioned in the Local script because I need to constantly check for the mouse’s position in Sometimes, the issue with voice chat not working on Roblox may be due to incorrect settings within the game itself. I found out that the . Here is my code: local platform = model. VREnabled then RunService. CFrame as Part. However, when getting the position of the HumanoidRootPart for the magnitude, I get an error: Position is not a valid member of Position The code that I use is this (a script in ServerScriptService): copyKeyGUI. LocalPlayer local mouse = player:GetMouse() local part = I’m working on a formal photo game where the player joins, their character is cloned, and put in front of a backdrop for a formal picture. LookVector + Vector3. How I can create a jump boost? I don’t want to use JumpPower. It works great! EDIT: I should note that they ARE moving like projectiles. Cheers, RTC Change up the BodyPosition’s D, P and MaxForce values and create a script. Remote. Position model. This is the translational counterpart to a BodyGyro. I have it working but the nothing rotates to my hands or head. BodyGyro:Destroy() Hello developers. __index = module module. I think that’s because you have the force of two axis instead of one when going diagonal. CFrame Hello, I am currently trying to rotate a part in the opposite direction as its angular velocity in preparation for a ship script. Parent. Tried to Hi, This is my first time trying to get vehicles to work with bodymovers. If it’s MaxForce is set to low, the player won’t float to the surface. External Media I tried to do :SetNetworkOwner() but it makes part to move only on client and teleport back to start position when the part is dropped. My broom flies outside of the fricking map and goes no where near my picked position, it also So I posted not so long ago about how to get a player to stick/grip on a moving platform: I managed to get it working using BodyPosition and BodyGyro on the moving platform. So, I’m trying to move the player using this code and it’s made so it randomizes the position a bit so people don’t get stuck. Position = dummy. BodyVelocity goes on a X,Y,Z axis, BodyPosition goes to a certain position I’ve been lately experiencing an issue with BodyPosition slowly moving down. I accomplish this via BodyPosition instances. I can’t figure out if this is a bug or not. Map. I am using bodypositions to do this, and the way I am doing this is by looping through every unwanted item, making a body position for each item, setting up a reachedtarget connection for each item, and then moving the items one last time before deleting them. -- Signals are needed for to ensure that for local events objects I’m trying to move a part with body position but the part is not in the same position when i click play. ModelName]:Clone() local AlignPosition = Instance. Here is my script which I’m using Hey, I just made a post on this but it sent somehow before I was done typing. When it hits a Player, it should check if the Player is in the I’m trying to make it so the character goes up and forward when they hit a certain key, everything works fine until the second velocity, where he is supposed to go forward but he only goes up. Heres the BodyPosition; Here’s the snip that spawns the entity; Zombie:SetPrimaryPartCFrame(workspace. I also gave the player two buttons so they could change between various belts. @wevetments It’s always better to change the Part. He just falls in void instead of being sticked with part. I have no idea what is the cause of this and especially since it was working just perfectly as of last night. LocalPlayer --// Services local I made a system whereas a character follows a player with BodyPosition. If AlignPosition is not working as you want it then use the old BodyPosition but its deprecated is its not going to work for the long-term of your game. It works, but every time it goes from one position to the other, it slowly lowers. I am trying to make a move where the character presses a button and they go to the mouse’s position smoothly. I essentially want players to be able to move parts and have them “float” as long as they are touching another part, like in the first video(the maroon part is anchored for demonstration). Hey there! So I’ve been trying to make a moving part which players can jump on and move through it, for a obby of mine. This is to help you with Roblox Topic's. Inside the script, you can initially put the BodyPosition of the platform to platformPartName. Also AlignPosition gives more of a lerping movement than rigid if you don’t tamper with the other settings. PositionAlignmentMode. Have you tried doing all control of the pet server-side (no localscripts involved in any way)? Bodyposition changes are interpolated on the client, so everyone should see it I am a scripter who uses TweenService, but for an obby I need to use BodyPosition. BodyPosition is the old way of doing it. I’ve looked around on Roblox Wiki, DevForum, and searched any video, but they are I want to achieve a dash system which is used simply to dash, Forward, Backward, Left and Right I thought everything was working good until I realized it goes wrong when I dont use shift-lock Using Shift-Lock everything works good since it goes to the right left front etc of the player. I was using them and realized that their speed scales by how far the target position is. Part0 = hit. These new movers take advantage of the attachment/constraint system and all of the other optimizations we have been making under the hood. For some reason they do not stay ‘attached’ (I assume there’s a better word for this) and float behind the aircraft, as if there’s some sort of maximum speed at which the position updates? I don’t really know what I’m saying but I hope you get You can write your topic however you want, but you need to answer these questions: **What do you want to achieve? working mobille e button to pick up props like in half blox 2 What is the issue? i cant add mobile button [e button to work on mobile from free model -- This is an example Lua code block PhysicsService = game:GetService("PhysicsService") Hi, So I’m having trouble firing back to the Client after I’ve already fired to the Server and declared an OnServerEvent. new(0, 3, -2) BodyGyro. After doing such, the part returns to its original cframe before the leap. You can also adjust the volume levels for voice chat to ensure you can hear other players clearly. If you need a system that is somehow noticably over/underdamped, using a AlignPosition or BodyPosition might not be the right approach for you. bloodSplatterBrick:Clone() --creating particle emitter local weld = Instance. Explaining the program: The program takes the I am having trouble with BodyGyro. huge, math. I’ve tried multiple shoes and always the Hello Developers, I am RealTimeCreator, I am working on a 2D game and I have a problem with the moving parts I have made, they work fine in the way of moving, but when I jump on them I don’t move with it. Position wait(2) bodyposition. Searched but there is not many flying tutorials and I’m not sure what to specifically search for. However, when I merge it with my hitbox script, it doesn’t. I need a position 12 studs in front of a part. new(0,20,20)) but its not working Hello everyone, I have recently made a moving platform in Roblox Studio but for some reason it is not working. All parts are unanchored on the pet. I was thinking of using AlignPosition due to its RigidityEnabled property. LookVector) end) Edit: I did I’m trying to use BodyPosition and BodyGyro for something similar, but nothing happens to the part. EDIT: The red here is the hitbox; I left it in debug mode so they are visible for testing. @PineMartinS0n1c Day two of roblox not working and being glitchy as heck! Whenever i try to play on my phone it says Not connected to the internet retry! @Roblox Please fix this #RobloxDown 2024-12-18 13:53:52 @tehejayzitehe roblox is the solution to all my problems 2024-12-18 09:54:46 Roblox not opening on brand new laptop (Windows 11) Sorry if this is in the wrong topic, I've never posted on here before. new(bp. KeyDown:connect(function(k) k = k:lower() if k == "f" then if db == true then db = false script. So this script used to make a body force to move the part and I changed the BodyForces Force on line 8 to be blasted in the direction the player hit the part but now I want to change its CFrame to in front of where the part was hit in relation the player that touched it instead (Get the same result but instead of adding a force changing its position) but idk how to change You’re parenting the body position to the player instead of the HumanoidRootPart. local BodyPosition = Instance. LookVector*2,plrBl()) if cast2 then man = cast2 end var. RenderStepped:Connect I made a code for a black hole in which it detects any objects that are touched to it and pulles them to the middle. new("BodyGyro", Root) bg. ServerStorage. new( speeder. Position while true do script. That is not very realistic as this “dampening force” does not exist. I want to move my model via physics and the new constraints, but I can’t figure it out well. CFrame. In, 0, - So I am trying to move a part forward and up, basically a leap, using bodyposition. I've been sitting at my laptop for about an hour trying to figure out what's going on. its staying in its given bodyposition = 0 on the vector and the cframe isnt working-- // if VRService. Parent = weld. Scripting Support. new("Attachment", Char. I then researched and found out a bit about BodyPosition and that it can be used as an alternative to tweening that allows players to stand on the moving part. It works while using CFrame but not with the body position. I’m trying to do a moving platform and I did it, but its not working well. You’d need to set the position to the hand’s position and not have in Anchored or touching a Instance at the start. wait() do It will automatically assign a damping constant that will be close to the number required for the system to be critcally damped. huge,math. I’m relatively new to scripting and this is probably a small issue which I’m overlooking. CFrame property. <details><summary>Script:</summary>local players = I have a part that’s created from a LocalScript, so it only exists for the local player. Start local finish = model. Keep working hard guys and don’t give up. new("BodyGyro",script. hydraclaw561 (hydraclaw567) Yeah, I made the values of MaxForce and MaxVelocity smaller than Responsiveness, and still, it doesn’t work, and it’s a server script. I want it to still so for some reason my script works in run mode but not play mode, i tested out the same exact script, tool, and water in a different game and it works but not in my current game. My problem now is that the helicopter isnt going forward relativly to its lookvector I believe. I have absolutely no idea how to get the part. I want to make the player move as the ship move Without the player: With the player: I tried to use MoveTo() but it didn’t worked. OneAttachment AlignPosition. MaxTorque = When using bodyposition, i have some weird issues with look vector so I convert cframe to vector 3 when using bodyposition. Touched event doesn’t work on anchored parts. new(0,3,0),hrp. everything works on the server but as soon as the player gets in the driver seat the body gyro and position stop doing anything External Media what i do when the player gets in the seat is: disable the server car controller (this disables the body position and gyro on the server by setting their max everything in the script is local, im using an r6 rig and even when i do . Finish bodyposition = script. Position + (dummy. Part. BodyPosition. reachedtarget I’ve been using constraints for a while now, and I just can’t seem to find a clean way to “sync” the player character’s position to one axis smoothly without using the legacy BodyPosition instance. position = Vector3. new(0,2,-2)). A few years ago, they worked perfectly and as intended, however in recent times I’ve noticed a huge number of flinging incidents while using them. MaxTorque = Vector3. Material. wallhang = true --print("Wallhang") local holdingSpace = var. Position wait(6) It’s not needed though. However, they will not move. LookVector on bodyPosition to move rootpart forward and up, how can i do this? i tried force. But, I have tried to Reproduction Steps Enable Adaptive Physics Stepping Create a Part and add a BodyPosition Set the MaxForce somewhat higher than needed Expected Behavior The power and dampening factors to be respected without glitching Actual Behavior The physics glitch around The above video shows the physics not working correctly until adaptive physics stepping is Ah, I see what’s going on. It’s supposed to create a bodypos if it detects air, but the if then function doesn’t work at all. Upon waiting a loop, pressing a button or some, the BodyPosition’s position can be set to the End part’s Position. I’m pretty confident that this should cover 99% of use cases. OnServerEvent:Connect(function(player, item) Hey All, I’m having trouble getting the BodyPosition properties to update when a Script runs. OnClientsEvent:Connect(function(barrage, character, I made a simple script that makes a ball follow a mouse’s 3D position, the ball’s BodyPosition. Next, if you do it on a LocalScript, the part will only move for the client, not the whole server. 23rd line of local script should look something like this: game. Air and aerialBool. local BP = Instance. If you attempt to call one of the methods you’ve written, assuming you don’t make a typo, it should work as you expect: The Player data Table will see that, for example, the GetPlayer key has a value of nil. The Position property, not to be confused with BasePart. Position wait(2) How do I make a BodyPosition keep a constant speed? Is there some kind of formula where I can keep a constant speed depending on where I click? It seems to slow the part when I click close and speed the part when I click far. Look for the voice chat settings and make sure they are enabled. Without using shiftlock the axis works but I dont want it to be like that. --- Lua-side duplication of the API of events on Roblox objects. -Inside the second block add a BodyPosition - Set . D = 0 bodyGyro. Velocity = Vector3. What this does is if the target exists the CFrame should point the root to the target, however it doesnt at all. znpj wbjyzvu hhyipq qrmfnzc nlem nvg ssur wkp quhoz drkgt