#Car crash physics

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robust crater
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Chat I have no idea how to make car crash effects or physics... crying

limber snow
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-- Place this script inside your car model (ideally in the main part)

local car = script.Parent
local mainPart = car:FindFirstChild("Main") or car:FindFirstChildWhichIsA("BasePart") -- main car part
local crashSound = Instance.new("Sound", mainPart)
crashSound.SoundId = "rbxassetid://13114759" -- crashing sound
crashSound.Volume = 1

local crashCooldown = false -- prevent multiple crashes in a short time
local damageForceThreshold = 50 -- minimum speed to trigger a crash

mainPart.Touched:Connect(function(hit)
if crashCooldown then return end
if hit:IsDescendantOf(car) then return end -- ignore parts of the car itself

local velocity = mainPart.Velocity.Magnitude
if velocity >= damageForceThreshold then
    crashCooldown = true

    -- Play crash sound
    crashSound:Play()

    -- Simulate bounce or stop
    local bounce = Instance.new("BodyVelocity")
    bounce.Velocity = -mainPart.Velocity.Unit * 30
    bounce.MaxForce = Vector3.new(1e5, 1e5, 1e5)
    bounce.P = 1000
    bounce.Parent = mainPart

    -- Optional: Disable engine (VehicleSeat)
    local seat = car:FindFirstChildWhichIsA("VehicleSeat")
    if seat then
        seat.Throttle = 0
        seat.Steer = 0
        seat.Disabled = true
    end

    -- Optional: Visual damage (flash red)
    mainPart.BrickColor = BrickColor.new("Bright red")
    wait(0.2)
    mainPart.BrickColor = BrickColor.new("Dark stone grey")

    wait(1)
    if seat then seat.Disabled = false end
    bounce:Destroy()
    crashCooldown = false
end

end)

#

Should work

robust crater
#

It works! Ty

lyric snow