Roblox bodyposition not working I need to limit the speed, and I’ve tried using MaxForce and such I can’t get it to work (Sorry if wrong category) I made a rig, and I’m trying to animate it, but the “body” part in the the model isn’t rotating correctly. Before the body positions are created the part is where it should be but I am trying to make a moving part in an obby that a player can stand on properly without falling off, so I’ve tried tween but tween doesn’t allow players to stand on the part when it’s moving. Then, in the code, change the BodyPosition’s position instead of the parts position. HumanoidRootPart hrp:SetNetworkOwner() hrp:ApplyImpulseAtPosition(Vector3. I want it to still Im trying to move a model by :PivotTo(Part. this is my script: local ReplicatedStorage = game:GetService("ReplicatedStorage") local Event = Roblox Music Codes RobloxSong. SetupFloating(handle, waterPart) local isTouchingWater = false local function updateFloating() -- Check if the tool is equipped in a character local tool = handle. Workspace:WaitForChild("Heavy I made a script which is supposed to detect whether the humanoid is touching any material but air; and it doesn’t work. Explaining the program: The program takes the I’m currently having trouble making this model move with BodyPosition. So, I tried changing the position of it using the :SetPosition() function but the button won’t change position. Here’s the code. This is the translational counterpart to a BodyGyro. huge),(math. Position Model:SetPrimaryPartCFrame() But none of them are working. Solved: Thank you all how helped. @PineMartinS0n1c Day two of roblox not working and being glitchy as heck! Whenever i try to play on my phone it says Not connected to the internet retry! @Roblox Please fix this #RobloxDown 2024-12-18 13:53:52 @tehejayzitehe 2024-12-18 09:54: I want in my build script to be able to move a whole model and change its orientation by using the primary part making all the parts change with the primary part. When spamming jump, walking off a If voice chat is not working in Roblox even after you enable it, there may be an issue with the audio input device on Windows. Developer Forum | Roblox Bodyposition not working in high counts Help and Feedback Scripting Support scripting, help JustChillForIt (spiderman) July 16, 2024, 12:08pm #1 (topic deleted by author) Home Categories FAQ/Guidelines Powered by Hello, I am trying to make a vacuum on the ceiling of a room that sucks up items to be deleted. Position = vector3. Position = startPartName. Whether it’s connection errors, login issues, or a game not loading properly, problems like In my game, I have a character effect system, some of said effects are floating companions. FloorMaterial == Enum. The model has cancollide off so it is able to just move through walls, so when play testing the model just falls though the floor . local BP = Instance. But, I have tried to Reproduction Steps Enable Adaptive Physics Stepping Create a Part and add a BodyPosition Set the MaxForce somewhat higher than needed Expected Behavior The power and dampening factors to be respected without glitching Actual Behavior The physics glitch around The above video shows the physics not working correctly until adaptive physics stepping is I am following a youtube tutorial to make a game but I have come across a problem where my body gyro does not work can someone help? Code: local ServerStorage = game:GetService("ServerStorage") local PhysicsService = game:GetService("PhysicsService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local events = Setmetatable() not working? Help and Feedback. It doesn’t seem to be working and the texture stays the same, all help appreciated. I then researched and found out a bit about BodyPosition and that it can be used as an alternative to tweening that allows players to stand on the moving part. I’ve looked at many open sources, but they seem to come with a complicated system of ‘upforcespeed’ and ‘driftspeed’, things I don’t understand why they are being multiplied or calculated, and my goal is to learn, You’re parenting the body position to the player instead of the HumanoidRootPart. __index = PlayerSession --- Lua-side duplication of the API of events on Roblox objects. You have ownership of your own character, so you can bodyposition your own avatar all you like and it will always replicate but the rules are very different for things that are The only problem is that when I tell it to go to a set position it does not go to that position, instead it goes to another spot. Basically, I have a WeldConstraint in an anchored part, called “Stage”, with Part0 being the “Stage”, and Part1 being a character The BodyPosition object applies a force on a BasePart such that it will maintain a constant position in the world. If you want to use BodyPosition try to use very big values both for dampening and P (Try 1000, 2000, 10000 and see how Hey, I’m trying to exclude my character out of a raycast for a gun, but it just doesn’t work. Players get teleported to the map, and the companion comes along to the player slowly, therefore I want the companion to teleport if the player is teleported. Position = I’m not that good with constraints yet, but I’m completely confused about why this isn’t working. petShow. Edit the MaxForce of the BodyPosition. The reason for that is that you can only update server parts from your client if you give the Bodymovers have been deprecated for vector movers: allignorientation replaces bodygyro, allignposition replaces body position, VectorForce replaces body force, etc. That being said, BodyMovers are deprecated, and I have no idea if/when ROBLOX will totally stop supporting Hey there! i have two body velocity problems. the position part works fine, its just the rotation that’s having the issue. huge), origin) What do you want to achieve? I am trying to use GuiObject. Position = currentcf:ToWorldSpace(CFrame. But, I have tried to So I posted not so long ago about how to get a player to stick/grip on a moving platform: I managed to get it working using BodyPosition and BodyGyro on the moving platform. What is the issue? -When i load the game the character’s I’ve never really used constraints, since when I tried converting things that use BodyMovers over to them, they did not work the same way and when I tried to edit them, it became pretty apparent that the constraints aren’t as flexible as BodyMovers. CFrame I am currently working on a combat system and I use FireAllClients() for the pushback using BodyPosition which works fine when I am fighting NPCs but when other players are fighting NPCs it appears to be choppy and lag a-lot even though its not on the server. Value = true local bodyPos = I want to spin my pet when you unlock it, somehow, when I start rotating the main part which is the one that has everything welded. new("BodyGyro", game. I am using bodypositions to do this, and the way I am doing this is by looping through every unwanted item, making a body position for each item, setting up a reachedtarget connection for each item, and then moving the items one last time before deleting them. Character or plrWhoWantsToEquip. My BodyPosition is located (note: I looked at different posts with this issues but they still didn’t fix my issue) Ok so I’m making a jetpack with AlignPosition and the AlignPosition is doing nothing. I already tried looking on the devforum for other solutions and I only found 2 other posts with this issue and it didnt work. Upon waiting a loop, pressing a button or some, the BodyPosition’s position can be set to the End part’s Position. Video I’ve looked on many devforum posts, youtube videos, etc, but I can’t figure out at all how people calculate If you have tried all the above solutions and are still unable to fix the issue with Roblox voice chat not working on Windows, it may be helpful to contact Roblox support for further assistance. If you’ve ever seen Attack on Titan before, you’d know this thing called ODM Gear which pretty much uses hooks and launches you towards where you choose to grapple, as seen below. if Humanoid. I accomplish this via BodyPosition instances. HumanoidRootPart) WeldAtt. Workspace) I am following a youtube tutorial to make a game but I have come across a problem where my body gyro does not work can someone help? Code: local ServerStorage = game:GetService("ServerStorage") local PhysicsService = game:GetService("PhysicsService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local events = So I Have the below script and I have another script that changes the Value of Difficulty depending on the users wishes I know that the value changes because I have gone into the players “Player” and seen that it does change. This is the translational counterpart to a BodyGyro. Adjust the values of the BodyPosition, such as Power and MaxForce, to make sure the BodyPosition can support the weight of the character, and the platform itself. It is totally not recommended by Roblox, and at the same time even in other developing environments it isn’t either. What I have tried in order to fix the issue: I have watched YouTube tutorials regarding Explosion object positions Do not follow anyone’s advice in this thread telling you to use BodyMovers. Everything seemed to be workingI could I want to fix mantling on slopes here’s the issue: here’s my code: if not var. new(0,150,0) Change up the BodyPosition’s D, P and MaxForce values and create a script. I set it up so the floor has all the other parts of the elevator welded to it, so when the elevator needs to go So this LocalScript should work but it has an issue updating the BodyPosition as you said in the title. The issue is that you’re fighting against the BodyPosition instead of using it to move the character I think. PrimaryPart. Next, if you do it on a LocalScript, the part will only move for the client, not the whole server. The part that has the align position is going far away from the humanoid root part even though if use body position the pet is next to the humanoidrootpart just fine. this was working fine until literally 10 minutes ago, I didn’t touch this script but now the pet stays facing one direction and doesn’t rotate at all. Position+Vector3. Desired outcome: I want to create a new Explosion object that has the same position as a Part whenever this Part is created. 95,math. wallhang = true --print("Wallhang") local holdingSpace = var. new("Attachment", Char. new(0,3,0),hrp. What solutions have you tried so far? I tried making their anchor points the same (0. new(0, 3, -2) BodyGyro. The issue You can try using it to repair Roblox and see if that gets it to work. Here’s how the script works: Within the script, I have the player character suspended really far up and I used a BodyPosition to smoothly move and match the character’s X and Z position to the part I set the Camera Hey everyone! I am writing this post as I am simply extremely confused. The button overlaps the jump button. Parent = Developer Forum | Roblox AlignPosition not working. So I am trying to move a part forward and up, basically a leap, using bodyposition. Activated:Connect(function() if deBounce == false then local mouse = player:GetMouse() local char = tool. CFrame model. hockeylover29 (hockeylover29) August 20, 2019, 3:40am #4. When the character moves, the script updates the position of the bodyposition so that it follows the Attachment, the problem is that the “Follow” seems to be incorrect, since it leaves the offset/path Here is the script! local WeldAtt = Instance. I do this by changing the humanoid state to physics when they are in the air, and it works well, but there's one problem. -- Signals are needed for to ensure that for local events So I Have the below script and I have another script that changes the Value of Difficulty depending on the users wishes I know that the value changes because I have gone into the players “Player” and seen that it does change. Local Script Module Script I am trying to make a moving part in an obby that a player can stand on properly without falling off, so I’ve tried tween but tween doesn’t allow players to stand on the part when it’s moving. new((math. They have stated that they already corrected it, and also MoveTo is better So I'm trying to make a system where the player keeps their speed from the ground when they go airborne. Current outcome: When the Part is created, the Explosion is created at a position of (0,0,0), instead of the Part’s position. My broom flies outside of the fricking map and goes no where near my picked position, it also Hello I want achive the one part be moving with another part but I welded it but is not moving What I want achive What hapenning Thank for any help Alright so I’m not 100% sure if this is all I need to achieve this, but currently I’m trying to use BodyPositions and BodyGyros to prevent the player from spinning/rotating and keep them on the same z axis. Scale property when using GUIs and occurs both on the Roblox Client and in Studio. I would upload a video but it’s not working so here’s a diagram instead: As you can see in the so, i know that bodyposition is depreciated, but i was wondering, what would i use instead to move the player up into the air, about 30 studs above their current position, and have them stay there for about half a second, then drop back down? i’ve already tried MoveTo(), but that doesn’t really go into the air very well. If you need further control on a force applied to an object, consider using a BodyForce or BodyThrust instead. Hello, I’ve recently been working on a simple puzzle game that utilizes some of the vanilla Roblox camera types to achieve a semi-original camera. I have a lot of max force for all axes, especially the Y, and I also have a BodyGyro for stabilization. new("BodyPosition",HumanoidRootPart) Make sure the whole model assembly is unanchored. Type Roblox in the box and select App settings . I think that’s because you have the force of two axis instead of one when going diagonal. It’s supposed to create a bodypos if it detects air, but the if then function doesn’t work at all. Am I missing something or do I need a Hey OP, if you must use them, can still create bodymovers using command bar, however I don't recommend that. LocalPlayer:GetMouse() local HS = game. Here’s how i’m trying to do it: local vel = Instance. Roblox wants you to use AlignPosition instead. Yeah, I made the values of MaxForce and MaxVelocity smaller than Responsiveness, and still, it doesn’t work, and it’s a server script. It works, but every time it goes from one position to the other, it slowly lowers. Position model. Position, controls the target world position. new( “whatever position” ) it moves the primary part but not the whole model. new(math. local m = game. It's great that you're thinking of using BodyPosition for this, but you might want to consider using I've been sitting at my laptop for about an hour trying to figure out what's going on. Problem 1: robloxapp-20220706-1004465. what’s the best way to do this? First of all, if you used proper grammar, it would really help all of us and would gain you respect. The BodyPosition object applies a force on a BasePart such that it will maintain a constant position in the world. Instead of rotating the model, it rotates the plane it’s being animated in. Here is my code: local currentcf = model. Heartbeat:Connect(function() BodyPosition. oop. AbsolutePosition to get the distance between two gui objects. The script below is part of a larger script but this part only starts once the Value of Difficulty has changed I dont know what is whrong with it I’ve looked on many devforum posts, youtube videos, etc, but I can’t figure out at all how people calculate this math and make it work with roblox physics. KeyDown:connect(function(k) k = k:lower() if k == "f" then if db == true then db = false script. BodyGyro. Parent local character = tool. Universally you shouldn’t be using deprecated things. local player = game. The rock’s joints are as follows: Part0 = Body Part1 You should use the BodyAngularVelocity to accomplish rotation, and BodyPosition to keep its position, even in the air: Asking for help, clarification, or responding to other answers. The script below is part of a larger script but this part only starts once the Value of Difficulty has changed I dont know what is whrong with it Hey all, Looking at some tutorials for scripting in Roblox Studio and a lot of people are using the BodyPosition attribute, I'm looking in my Advanced Object browser and it's not there, the only thing close is BodyColors. Position. space Pretty much exactly as the title says, I want to have multiple objects that are connected to the main one be able to move together using body velocity, But I’ve encountered 2 issues with this. I also checked the children of char, to see if the character was rightfully defined, and it showed all the body parts so it should work? tool. BodyPosition:Clone(). I got Ah, I see what’s going on. CFrame = BodyVelocity is often used in bullets or projectiles (Including planes), Since they want to fly in a specific direction, not in a specific position, BodyPosition will move the body at a desired BodyPosition is deprecated which means it will no longer be updated. CFrame as Part. huge)) vel. Thanks! 👋 I’m trying to use this function to create knockback from a central point, but the affected players don’t seem to be moving. any help is appreciated I’m trying to make it so the character goes up and forward when they hit a certain key, everything works fine until the second velocity, where he is supposed to go forward but he only goes up. Part. Position will do weird things if something else is already at that coordinate. To I’ve been using constraints for a while now, and I just can’t seem to find a clean way to “sync” the player character’s position to one axis smoothly without using the legacy BodyPosition instance. I want to fix mantling on slopes here’s the issue: here’s my code: if not var. CFrame) but its not working. Name = "WelldATT" WeldAtt. I’m not sure why this is happening. However, I am still able to rotate the parts. BodyPosition. I also noticed if I use align position the custom character im using has its aniamtions interuppted and ill also provide the scripts. Inside the script, you can initially put the BodyPosition of the platform to platformPartName. everything works on the server but as soon as the player gets in the driver seat the body gyro and position stop doing anything External Media what i do when the player gets in the seat is: disable the server car controller (this disables the body position and gyro on the server by setting their max A searchable list of the best Roblox song IDs, up to date with the latest 2024 tracks. here is the script scripthelp|641x142 I don’t know what I did wrong. local mouse = game. Air and aerialBool. I am trying to make a trap where once the button is stepped on 2 giant blocks will slide in and kill you However i do not know how to use the It sounds like you're trying to make a system that is constantly updating the height of a part. Rig: Parts in workspace: Plane rotation: Also, when rotating the rock on the top, the rock stays fixed while the rest of the body rotates around it. Velocity = Vector3. AlignPosition script: local plrCharacter = plrWhoWantsToEquip. Material. wmv (739. @wevetments It’s always better to change the Part. huge, math. BodyGyro:Destroy() I made a simple script that makes a ball follow a mouse’s 3D position, the ball’s BodyPosition. Hey, I am making a moving platform using BodyPosition, it works fine, but when a player steps on it, it gets wonky, Here’s a screenshot: Help is very appreciated! Thank you. Im pretty sure the solution is just to crank up MaxForce. Example: If I have the player on a hoverboard, and I want their vertical (Y) position to smoothly change based on what’s underneath them, it’s currently impossible to do Alright so I’m not 100% sure if this is all I need to achieve this, but currently I’m trying to use BodyPositions and BodyGyros to prevent the player from spinning/rotating and keep them on the same z axis. So I am using BodyPosition to move parts around the workspace, but they go really fast in the middle of the movement. If anyone knows what to do, let me know. Without using shiftlock the axis works but I dont want it to be like that. my code uses a module script and a serverscript so ill send the module first: local FloatingModule = {} function FloatingModule. Scripting Support. Character. bodyVelocity. Even though none of your posts were solutions, I appreciate your support. wallhang then local cast2 = workspace:Raycast(hrp. reachedtarget I am making a telekinesis script and I want the object to hover next to the player’s right hand, but when I move my character to face certain directions, it makes the object go in other positions, like inside my head or the other side of my body. All of these music IDs are checked and working, ready to be used in your boombox! I would suggest you use RocketPropulsion | Roblox Creator Documentation instead of BodyPosition just because you can set a MaxSpeed. LocalPlayer:GetMouse() db = true m. Position = humanoidRootPart. Value == false then aerialBool. Position is constantly updating as it should, however, the ball does not move. com is the largest collection of Roblox music codes. . The ball’s MaxForce is infinite and I’ve changed the power value to a reasonably big number. CFrame. RicoFox (Rico) March 11, 2021, 7:24am #1. Our database is updating in real time to provide you with working codes only. After the Help! When I type bodyGyro in the insert box, I cannot it! they are still useable but not recommended to use for new work if you really need BodyGyro you can create it using command bar Instance. new("BodyPosition",v) Should be. Many players face issues that prevent Roblox from launching or running smoothly . I did this exact same thing yesterday and it worked. As of yesterday small gaps have suddenly appeared all over my UIs (1 pixel thick) and this has now ruined my ui work as it’s an absolute eyesore. Right now, they are in There’s currently an issue with positioning using the . Step 1: Press the Windows + S keyboard shortcut to open the search menu. THIS OCCURED YESTERDAY (3rd January) and has not been an issue for I’m making! a script that duplicates a model and puts it in a new position, but it keeps going to 0,0,0. I checked everything and couldn’t find why it didn’t work. To overrule this possibility, you can test your audio input device on Developer Forum | Roblox BodyPosition slowing down Help and Feedback Scripting Support Guest422349 (Guest 422349) December 20, 2023, 11:17pm #1 Hello! I am trying to make a zipline for my game, but the character Hello today i just wanna try out making new zombies to my game then i started to do it after finishing it i wanna test out that it will work or not then when i try it the part positioning is not working can anyone help me to fix this issue? What are you attempting to achieve? -Correcting the part positioning. What is the issue? Include screenshots / videos if possible! Body velocity gets applied with a script but doesn’t work for some reason. I am attempting to switch from body position to the not deprecated align position but am having issue. Parent if character You can write your topic however you want, but you need to answer these questions: What do you want to achieve? Keep it simple and clear! I’m trying to make a knockback system using body velocity. Please help! How do I make a BodyPosition keep a constant speed? Is there some kind of formula where I can keep a constant speed depending on where I click? It seems to slow the part when I click close and speed the part when I click far. 5) and putting them in the same frame. new(0,2,-2)). The Position property, not to be confused with BasePart. The first is that whenever I Hello everyone! (This is a topic that kinda goes with my last) Basically, I’m using CFrame to make a broom go back and fourth so someone can sit on it and it takes the person to the next stage (I’m making an obby) For some ODD reason, when I position it and everything. 7 KB) Body Velocity gravity so in this clip, the gravity is still applied but not so much, but then in the 2nd wall it just decides to go down rapidly. MaxForce = Vector3. huge,5^4. LookVector*2,plrBl()) if cast2 then man = cast2 end var. I I want to achieve a dash system which is used simply to dash, Forward, Backward, Left and Right I thought everything was working good until I realized it goes wrong when I dont use shift-lock Using Shift-Lock everything works good since it goes to the right left front etc of the player. Hello. I’m trying to achieve this it’s from street fighter this clip however I found another game made in the same style on Roblox and heres a clip from that And then heres my So I have a long jump script that is supposed to make the player jump forward, like in super Mario games, and when I press F, nothing happens. LocalPlayer local mouse = player:GetMouse() local part = If you’re asking, “Why is Roblox not working?” you’re not alone. After doing such, the part returns to its original cframe before the leap. Here’s my script local function applyKnockback(plr, origin) local hrp: Part = plr. Parent local params = oh in terms of not working it literally just doesn’t work, although it does detect the object so its not aplieing velocity or am i doing it wrong 1 Like Extrenious (Exe) January 14, 2024, 1:13am #3 I would recommend using Hello, 👋 I made a button it works fine, but for mobile. I have tried other ways like Model. huge) Problem 2: When i face on the left/right side a bit it Help, i’m making a WeldConstraint trough a Mesh and a Part, but when i run the game the mesh falls down like it’s unanchored and the weld disappears, the parts are both unanchored. How to find your favorite song IDs? All you have to do is click on the search bar and type in the Issue Type: Other Impact: Moderate Frequency: Very Rare Date First Experienced: 2021-04-05 21:04:00 (-04:00) Date Last Experienced: Reproduction Steps: Create an assembly with WeldContraints Attach all parts to the PrimaryPart of the model Create AlignPosition & AlignOrientation objects and parent them to the PrimaryPart Create an attachment & parent it I’m currently making a moving platform using BodyPosition. I am currently searching for possible solutions to an issue I am experiencing in the roblox studio animation editor. What I’ve done is: Model. An archive of the Roblox forum. Bodymovers have been deprecated for vector movers: allignorientation replaces bodygyro, allignposition replaces body position, VectorForce replaces so im creating a custom suspension system for a car. Position + Vector3. CFrame Attempting to make TextureID of a mesh continuously change via FireAllClients(). What is the issue? Absolute Position is saying the two objects are far apart, even though they aren’t. Help and Feedback. You can submit a support ticket through the Roblox website or reach out to their customer service team for help with troubleshooting the problem. It’s not needed though. Please help. It's a little different but has more features. Please help! The script: local Model = I’m making an elevator, and I’m using a BodyPosition to make it go up. I have defined the following table, which serves as a “class”: local PlayerSession = {} PlayerSession. CharacterAdded:Wait() local hi, I have this script that’s supposed to move and rotate a pet to a player’s position and rotation. A list of This is what I did: RunService. I’m trying to move a part with body position but the part is not in the same position when i click play. Making statements based on opinion; back them up with references or see . Players. new("BodyVelocity") vel. I can’t union as then it changes color and material. When creating an animation for a weapon, I am unable to move the body parts of the character using the move tool when I have been able to do so previously when making animations in the past. I’m trying to achieve this it’s from street fighter this clip however I found another game made in the same style on Roblox and heres a clip from that And then heres my so for some reason my script works in run mode but not play mode, i tested out the same exact script, tool, and water in a different game and it works but not in my current game. The model’s parts are all welded individually to the HumanoidRootPart, with the welds being like this Part0 is always the part the weld is under. The left part is where It should start but the right part is where it actually does start, and I made it move to the right and back to the left for the same distance each so the part never leaves that path. The companions just float in the air beside the players. I’ve used the same exact method on another object and it works perfectly, I’m really clueless on why it’s not working and I’m getting on my nerves as I get no errors whatsoever. mowdozb cbf eznxc vkacdl iof nuo moix tbum jmjyk cgdm