#Why my Train it Shaking
1 messages · Page 1 of 1 (latest)
I dont get what is mean
Moving Train: [Script]
local Support = workspace.Support
local RunService = game:GetService("RunService")
--wait(2)
local speed = 70 -- Studs per second (5 units / 0.1 seconds = 50 studs/sec)
RunService.Heartbeat:Connect(function(deltaTime)
local distanceToMove = speed * deltaTime
Train:PivotTo(Train:GetPivot() * CFrame.new(0, 0, distanceToMove))
Support:PivotTo(Support:GetPivot() * CFrame.new(0, 0, distanceToMove))
end)```
PlatfromStick: [LocalScript]
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')
local LastTrainCFrame
local Function
local Function2
Function = RunService.Heartbeat:Connect(function()
--------------------------------------------------------------- CHECK PLATFORM BELOW
if not player.Character:FindFirstChild("HumanoidRootPart") then return end
local RootPart = player.Character.HumanoidRootPart
local Ignore = player.Character
local ray = Ray.new(RootPart.CFrame.p,Vector3.new(0,-50,0))
local Hit, Position, Normal, Material = workspace:FindPartOnRay(ray,Ignore)
if Hit and Hit.Name == "NotFall" then -- Change "RaftTop" to whatever the moving part's name is
--------------------------------------------------------------- MOVE PLAYER TO NEW POSITON FROM OLD POSITION
local Train = Hit
if LastTrainCFrame == nil then -- If no LastTrainCFrame exists, make one!
LastTrainCFrame = Train.CFrame -- This is updated later.
end
local TrainCF = Train.CFrame
local Rel = TrainCF * LastTrainCFrame:inverse()
LastTrainCFrame = Train.CFrame -- Updated here.
RootPart.CFrame = Rel * RootPart.CFrame -- Set the player's CFrame
--print("set")
else
LastTrainCFrame = nil -- Clear the value when the player gets off.
end
Function2 = player.Character.Humanoid.Died:Connect(function()
Function:Disconnect() -- Stop memory leaks
Function2:Disconnect() -- Stop memory leaks
end)
end)```
lol what a disaster
if you want the player to move with the train, then give the train some assemblylinearvelocity instead of just tweening everything.
Yea from what I remember, it was possible to make a moving platform with 20-ish lines of code.
The expected result isn't just a moving brick, but I don't think it should take this much code to achieve the goal.