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12 Απρ 2023 · I’m making a grenade and I need it to stick onto what ever it touches. (INCLUDING Terrain!) I’m not sure how to do this. I’ve tried searching and searching… nothing. All I need is a script that makes the part (grenade) stick to whatever it touches first.
- How can I make a throwable object stick to another object at a ... - Roblox
Hello, like the title suggests, I am making a part that when...
- How can I make a throwable object stick to another object at a ... - Roblox
13 Σεπ 2022 · Hello, like the title suggests, I am making a part that when thrown, makes the object stick at an angle from the wall or part. To go more in depth I am trying to make a sticky bomb that when thrown to a wall, floor, etc.
11 Ιαν 2022 · Roblox released a new constraint recently, the RigidConstraint. Simply put, you have to place an attachment inside of the sticky grenade and then place an attachment at the position of collision. And then set the att0 and att1 of the RigidConstraint to those attachments.
How to make a non-tilting moving part that a player can stick to in Roblox Studio. - YouTube. I used a different method to make this because I couldn't find any solution to the problem....
30 Ιουν 2020 · How to make a player “anchor” with the part? In other words, the player is glued to the part. Currently I have only done this, I think it should serve what I want to achieve: game.Workspace.Part1.Touched:Connect(function(Object) if Object.Parent:FindFirstChild(“Humanoid”) then print(“Character Detected”) end end)
8 Νοε 2021 · The particle always emits from the hitbox of the mesh or the part, easy work around is to add an attachment in the center of the mesh/part and then parent the emitter to the attachment, after that use the drag feature in the particle emitter along with speed. 1 Like.
4 Οκτ 2024 · How to create new Elements in Roblox Drag to Combine. Initially, you will only have four elements in the game: Water, Fire, Earth, and Wind. Mix any two elements to create a new component and then combine this new element with older elements to make more new elements.