#Player Physics Help

1 messages · Page 1 of 1 (latest)

worn mason
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Hello! I'm relatively new to Studio, and I wanted to ask if someone can help me solve this issue of players always being able to push around unanchored objects. If anything, I want players to be the ones being pushed around by objects instead for my game. Basically, I want players to still be able to collide / stand on objects but not push them around without altering the mass of the object. Any workarounds?

civic tinsel
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well

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if you dont want to change either of their masses

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i suppose this sounds a little crazy but

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maybe you could create another part for every pushable part, and it would be anchored and constantly go to the position of the unanchored part, and then use collision groups to make the player able to collide with it but not the two parts able to collide with one another?

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but changing the mass sounds way easier

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i never worked with collision groups though so i got no idea

worn mason
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Wait, so anchored objects can constantly be teleported/go to the position of an unanchored part?
*Sorry again, still new to this whole thing

civic tinsel
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yeah

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actually im not sure if the player would be able to push it

worn mason
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My workaround is to use collision groups right now but phasing through objects is not really IT for me :/

civic tinsel
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perhaps you could make the anchored one a tad bigger so they cant push it

worn mason
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Thats clever and sounds like a lot of work, but it might actually be the only solution

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Thanks man

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I'll try it out

vagrant epoch
# worn mason Hello! I'm relatively new to Studio, and I wanted to ask if someone can help me ...

Other guy on this thread is close.

  1. Make the two identical parts overlap fully.

  2. Make the second part invisible.

  3. Weld the visible part to the invisible one.

  4. Make the visible one unable to collide with players via collision groups.

  5. important make the invisible part which will collide with players massless. This way the physics enacted upon it will not affect the total construct (invisible + visible part).

worn mason
worn mason
languid siloBOT
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studio** You are now Level 1! **studio

vagrant epoch
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make sure the car or main part of the car is part0 and the hitbox is part1

worn mason
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yeah.... honestly Idk how other games pulled it off

vagrant epoch
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physics are defo not my speciality but what they do is make the car "heavier", not unable to be moved by the player

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the player can push it they just dont produce enough force to make it move, just like irl

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network ownership of the car should also be given to the player when driving, and to the server when they hop out

worn mason
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Is there a line of code to just remove the player's force? Cause if I alter the car's mass to be heavier, it'll mess up the performance/driving of the car