#Player being dragged down
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@ebon ruin
ummm
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what is this for?
it's a mp4
wait isnt catbox a trusted video uploader
if u want i can upload it to streamable
elaboration please ;-;
its probably the gravity.
your video is like rlly crazy for some odd reason
yea i have considered that, you see that gravity slide variable? thats the thing i put into the character to cancel out the gravity
yeah i thought i was lagging for no reason
yeah im using 2 monitors and it somehow messed up the vid
does your issue relates to the character like being stuck or clipping or smth
normally if i press Q it will hook myself into the wall
but over time it just keep getting dragged to the ground
and if i release and try to hook onto the wall again the dragging process persist
what do you mean by "it"
my character
the dragging is downwards?
maybee you're fighting against gravity since you're falling down while actively trying to move towards the target
.
if i remove that variable to problem is still the same
but yeah if i set the gravity to 0 the bug wont occur
yeah that's the purpose of the gravityslide variable
also it's better if you start using vectorvelocity or assemblylinearvelocity since those are the new versions of linearvelocity
okay hm
theyre the same right
not fully but the same goals
i just switched from bodyvelocity to linear lol
the game?
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suree
oh btw somehow the dragging only happens when you get close to the orb
the yello part
have you tried turning off ForceLimitsEnabled
whats that
a property in linearvelocity
there's also a MaxForce
i've created like a 5 minute grappling system for myself just to test out linearvelocity and those two property seems to be what's affecting the movement
hm
i remember this thing is used for like pets
but hmm i'm not a fan of it
but like my grappler need to be able to turn
like hover around
so i dont think it will work
i'm not sure what a feasible solution would be though
we're relying on physics based movements to move the player
yeh
but we could also try using pure code
maybe
dang it would be a nightmare since i have orbiting
oh i think i get the problem
the value Y of my (hrp.Position - goalclone.Position).Unit
keep change from like -0.9 to 0.9
changing
i think i'll find a way to tween it
oh yeah how did you calculate where to go
like instantly, really fast
(hrp.Position - goalclone.Position).Unit
?
i'm dragging against the floor when i'm far away from those parts
it's definitely a property in linearvelocity
maybe i'm not sure
hm
never had that thing on tho
can you turn it on and change the maxforce to like math.huge or something
it makes my character go crazy bc of the colliding
but does it reach the target goal?
idk letme redo
yeah it still has that problem
becos i tried it it seemed to have worked
but yeah only when it recahes it then it starts bugging out
i'm thinking of anchoring the body when it reaches the target, but the movement to reaching there should be constant
the thing with my bug is that
let say the drag down process is 5 stud from the goal
and i release
and the next time i hook again the bug will start at that process which is 5 studs bellow the goal
the dragging down issue comes from the linearvelocity not having enough force to push it
idk abt you but for me when i changed it to a higher number it did move correctly
i'm not sure abt ur place but it worked for me
can i see your code
mass relies on force to move things
hmm okay wait
it's a 5 minute creation so don't expect much okayy
um but mine is like setting the velocity to face the goal every frame
so the character stays in place
in the goal i mean
yeah i can see that but the whole point of it is for the body to move to the spot
in my game initial direction is correct but as you get closer to the goal it will get pulled down
you just need more force
add more force makes the dragdown process happen faster lol
that is totally the opposite for me what..
try changing the velocity using heartbeat like me
why do you need to change it every frame?
hanging feature
like u shot 2 grappler on 2 pillars
then u will be able to hang in the middle
or just stick to the wall using 1 grappler
no
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do you have any ideas?
;-;
do you know anyone that is good at roblox physics?
i've ran out of my creative juices rn
same
rip
not all hope is lost tho
i'm not sure if ur interested but there are a handful of sources online
like what i would usually do in this scenario if i don't know anything is understand how other people's mechanism work
because that could give you an insight
can u try using heartbeat like me
maybe u will figure things out
put it in local script tho
nvm it's already on local script
i'll try but um
i'm not that big of a fan of relying on other people but if you could, try to figure out the general way of making a system like this before doing your own
you'll need a basic understanding on how things like these are done before proceeding making it on your own
because from what it seems like
i'm still quite clueless on how your system fully works
and the only problem that you're facing is physics
you could try other methods
but yeah i do suggest physics since it's qute suited for things like these
yeah i tried downloading other people grapple system be4
but i cant understand it lol
i think what i can say rn is you should try to figure out how to negate the gravity
because that's what is pulling you down
like there are non physics based ways of course right, lerping and tweenings and stuff but i'm not sure if that's the right way to do it
no they use physics
but it's a old version so they use bodyforce
those methods are to force the position to where you want it to go
without relying on force
what
like the only thing that is affecting it slightly could be gravity but when you're constantly updating the body's position instead of using a force to move it, it's more of code than physics
i'm not sure how to tackle something like this because what you're experiencing is the world pulling you down, but you already tried an upward force, and maybe adding more force to push it so idk
i haven't tried doing that heartbeat thing yet though
umm what's the heartbeat for again?
constantly updating the velocity
i notice something
like
my (hrp.Position - goalclone.Position).Unit has its Y value positive when it is supposed to be negative (to move upward)
so the linearvelocity is pulling me down, not the gravity ToT
are u srs
idk how to fix that tho
also what...???
that doesn't make sense
positive is to go up, negative is to go down
wym
no when i hook the sky to go up it prints negative
and when go down it prints positive
oh the direction
yeah
but for some reason
my y is always positive whenever i'm going up
and negative when i'm going down
what ;-;
it's my (hrp.Position - goalclone.Position).Unit
so if the goal's Y is higher than my hrp's Y it should return negative ifyou minus
in order to go up
yeah then it's gonna be positive when you go up
i think i found the bug
letme try to lock in rq
om problem fix