#Conveyor Belt bug help needed

1 messages · Page 1 of 1 (latest)

sour slate
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Hello, so i was trying to script a conveyer belt which basically would work like this:
There would be players on it and obstacles would spawn coming towards them. My issue is that there were jittering effect. I tried using Roblox physics for moving the obstacles and players but i could push the obstacle as the obstacle was unanchored. What would be the solution for this? I saw a lot of game using this minigame and i would really want to find the solution. Even ai couldn't help me and i was there 3 hours trying to debug with ai.

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If the script is needed i could send it here

bitter wagon
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script is 100% needed

half sorrel
sour slate
tawdry field
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show it to me

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please

sour slate
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I am in a different game and basically i use the same tweenservice for my conveyor

local TweenService = game:GetService("TweenService")

local part = script.Parent

local info = TweenInfo.new(
    17,
    Enum.EasingStyle.Linear
)

local tween = TweenService:Create(
    part,
    info,
    { CFrame = part.CFrame * CFrame.new(0, 0, 125) }
)

tween:Play()```
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When i rely on physics only, which make me unanchor the part, i can move it but the jitter "lag" effect is gone

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So i should either
1: Find a way to make unanchored parts not moveable at all which i don't think is possible as Roblox doesn't allow that.
2: Use tweenService, RunService, or any position tweening service is recommended but get rid of the jitter effect.

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@bitter wagon
@half sorrel
@tawdry field

tawdry field
sour slate
tawdry field
sour slate
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I am tweening the parts only not the characters

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I explained why

tawdry field
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oh i see

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well

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just create a table of the parts that are touching the conveyor

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and apply the physical linear velocity to all of them

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if you want them to go in different directions

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just detect if its a humanoid / part

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and then apply the velocity accordingly

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no need for tweenservice

sour slate
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oh okay, but still players won't be able to move the objects right?

tawdry field
sour slate
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how would physical force apply to parts then? You can move anchored parts only with tweening or positioning it via script

tawdry field
sour slate
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Yep

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It's basically a conveyor minigame. Parts are moving and players while being on the conveyor and the parts are supposed to push you

tawdry field
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you can keep the parts unanchored and basically make them apply bodyforce / linear relative to the human lookvector so he gets pushed back abit

chrome plumeBOT
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tawdry field
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would make it work imo

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@sour slate

sour slate
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alright thanks i will try it and let you know