#Angles not working
67 messages · Page 1 of 1 (latest)
you need to set the angles before you anchor the part
it doesn't work
I moved the anchored statement after the angles one but
nothing changed
send script again
try Rockboost.CFrame * CFrame.Angles and the rotations
no i mean only rockboost.CFrame * Cframe.Angles not rockboost.Cframe = rockboost.Cframe * CFrame.Angles
** You are now Level 2! **
ye
but then
it'd just be invalid or something
like its red
like it looks like this
I already tried like
every mathematical symbol
send the script in text ima copy it into my studio and try it
ai
Client
** You are now Level 3! **
in text please i dont want to write all that one by one
fair
if input.KeyCode == Enum.KeyCode.Q and Bending.Value == "Earth" and moveInUse == false and earthBoost == false and EarthBending then
local currentState = humanoid:GetState()
if currentState == Enum.HumanoidStateType.Freefall then return end
if currentState == Enum.HumanoidStateType.Running and not Crouch then -- This is the one that triggers the server script that needs to be in orientation
local direction = character.HumanoidRootPart.CFrame.LookVector
game.ReplicatedStorage.BendingEvents.Earth.EarthBoostUp:FireServer()
wait(0.2)
character.HumanoidRootPart.AssemblyLinearVelocity = (direction * 140) + Vector3.new(0, 100, 0)
print ("Forward Up")
elseif currentState == Enum.HumanoidStateType.Running and Crouch then
Crouch = false
earthBoost = true
moveInUse = true
game.ReplicatedStorage.BendingEvents.Earth.EarthBoostUp:FireServer()
wait(0.2)
character.HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(0, 150, 0)
moveInUse = false
wait(6)
print ("Boost Ready")
earthBoost = false
end
end
obviously UIS was put before that
that's the client sided one
Here's the server one that needs to be oriented
game.ReplicatedStorage.BendingEvents.Earth.EarthBoostForward.OnServerEvent:Connect(function(player)
local character = player.Character or player.CharacterAdded:Wait()
local humRoot = character:WaitForChild("HumanoidRootPart")
local hum = character:WaitForChild("Humanoid")
local originalWalk = hum.WalkSpeed
local TweenService = game:GetService("TweenService")
local Remote = game.ReplicatedStorage.ReturnEvents.EarthWallReturn
wait(0.2)
if hum.Health > 0 then
local rockBoost = Instance.new("Part", workspace)
rockBoost.BrickColor = BrickColor.new("Medium brown")
rockBoost.Material = Enum.Material.Ground
rockBoost.Size = Vector3.new(5,1,5)
local Orientation = humRoot.CFrame - humRoot.Position
local NewPos = humRoot.Position + Vector3.new(0, -5, 0)
rockBoost.CFrame = Orientation
rockBoost.CFrame = rockBoost.CFrame + CFrame.Angles(math.rad(-45), 0, 0)
rockBoost.Position = NewPos
rockBoost.Anchored = true
local info = TweenInfo.new(
0.4,
Enum.EasingStyle.Exponential,
Enum.EasingDirection.Out,
0,
false
)
local properties = {
["Size"] = rockBoost.Size + Vector3.new(0, 25, 0)
}
local tween = TweenService:Create(rockBoost, info, properties)
tween:Play()
wait(0.1)
hum.WalkSpeed = originalWalk
Remote:FireClient(player, rockBoost)
end
end)
you wanted the rock to roate like this right?
when you made this variable
did you want the rock to spawn under the player?
@unborn folio
yea
yep
Did it spawn under?
yeah no I figured
maybe where its positioned is messing it up
try this for now
if hum.Health > 0 then
local rockBoost = Instance.new("Part", workspace)
rockBoost.BrickColor = BrickColor.new("Medium brown")
rockBoost.Material = Enum.Material.Ground
rockBoost.Size = Vector3.new(5,1,5)
rockBoost.CFrame = CFrame.new(humRoot.Position + humRoot.CFrame.LookVector * Vector3.new(0, -10, 0))
rockBoost.Orientation = rockBoost.Orientation + Vector3.new(0, 0, 45)
rockBoost.Anchored = true
the rocks keep going into one direction ima try to fix that rq
alr cuz @unborn folio
rockBoost.CanCollide = false
rockBoost.CFrame = humRoot.CFrame + humRoot.CFrame.LookVector
rockBoost.Orientation += Vector3.new(180, 90, 45)
rockBoost.CanCollide = true
rockBoost.Anchored = true
this is the script
first you uncollide it so you can rotate it freely and after the rotations are done you collide it and anchor it
nah you can rotate with collide on but you were spawning the part underground with the collide on
if a part is inside a part and you try to rotate it then it starts glitchin
game.ReplicatedStorage.Bending.OnServerEvent:Connect(function(player)
local character = player.Character or player.CharacterAdded:Wait()
local humRoot = character:WaitForChild("HumanoidRootPart")
local hum = character:WaitForChild("Humanoid")
local originalWalk = hum.WalkSpeed
local TweenService = game:GetService("TweenService")
wait(0.2)
if hum.Health > 0 then
local rockBoost = Instance.new("Part", workspace)
rockBoost.BrickColor = BrickColor.new("Medium brown")
rockBoost.Material = Enum.Material.Ground
rockBoost.Size = Vector3.new(5,1,5)
rockBoost.CanCollide = false
rockBoost.CFrame = humRoot.CFrame + humRoot.CFrame.LookVector
rockBoost.Orientation += Vector3.new(180, 90, 45)
rockBoost.CanCollide = true
rockBoost.Anchored = true
local info = TweenInfo.new(
0.4,
Enum.EasingStyle.Exponential,
Enum.EasingDirection.Out,
0,
false
)
local properties = {
["Size"] = rockBoost.Size + Vector3.new(0, 25, 0)
}
local tween = TweenService:Create(rockBoost, info, properties)
tween:Play()
wait(0.1)
hum.WalkSpeed = originalWalk
end
end)
paste all of this
on the server script
it didn't work for me wtf 😭
it's fine I can think of another solution
thank you for trying though...
