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M4LLARD
#184197738Tuesday, February 23, 2016 5:16 PM GMT

Out of interest, is there a way to do this? And also to have gravity inside a room. I'm trying to make a space station but I don't want people to fall outside, but still have gravity inside like in Star Wars ~IanSplodge, Walrus god of the forums
Contrary
#184197934Tuesday, February 23, 2016 5:23 PM GMT

I'm not sure, but if you figure it out, let me know. That would be a cool thing to know how to do.
M4LLARD
#184206567Tuesday, February 23, 2016 9:04 PM GMT

Alright. I know there's a way to make custom physics, could this be included? ~IanSplodge, Walrus god of the forums
Zarkonan_Zenheart
#184207040Tuesday, February 23, 2016 9:12 PM GMT

Sure. Mess around with this a LOT. local bf = Instance.new("BodyForce", player.Torso") bf.Force = Vector3.new(0,196.2,0) * player.Torso:GetMass() My old post might be useful for weightless models. Edit at risk. local parts = script.Parent.Parent.Parent:GetChildren() local totalmass = 0 for i = 1,#parts do if parts[i]:IsA("BasePart") or parts[i]:IsA("UnionOperation") then local newmass = parts[i]:GetMass() totalmass = totalmass + newmass end end script.Parent.Force = Vector3.new(0,196.2,0) * (totalmass)
darthpyro
#184207110Tuesday, February 23, 2016 9:13 PM GMT

M4LLARD
#184207188Tuesday, February 23, 2016 9:14 PM GMT

Thanks! Will the code include the mass of hats though? ~IanSplodge, Walrus god of the forums
NewVoids
#184207585Tuesday, February 23, 2016 9:21 PM GMT

Why not just do if the floor of the place was touched then set JumpPower (humanoid) to like default and if you're outside then it goes to 100 or whatever
M4LLARD
#184207628Tuesday, February 23, 2016 9:22 PM GMT

I think you're misunderstanding JumpPower here. ~IanSplodge, Walrus god of the forums
Zarkonan_Zenheart
#184207835Tuesday, February 23, 2016 9:25 PM GMT

It does not include hats, so you might want to use one of those functions that finds all the parts in the model. Look up recursive functions if you don't know how to do that yet, and contact me if you're still having trouble after that.
M4LLARD
#184207886Tuesday, February 23, 2016 9:26 PM GMT

Thanks lord, I can probably work it out. I'm going to start working on my spaceship now. ~IanSplodge, Walrus god of the forums
C_Sharper
#184207946Tuesday, February 23, 2016 9:27 PM GMT

Hi Mr.Torso!
M4LLARD
#184207983Tuesday, February 23, 2016 9:28 PM GMT

What do you want 62GB, because I know what I don't want here, and that's you. ~IanSplodge, Walrus god of the forums
C_Sharper
#184208067Tuesday, February 23, 2016 9:30 PM GMT

I just remembered you from that first person shooter you were making. I'm calling you Mr.Torso cause you completely ignored my fix I sent you.. ._.
M4LLARD
#184208101Tuesday, February 23, 2016 9:30 PM GMT

I am aware, I don't need to be told by the likes of you. ~IanSplodge, Walrus god of the forums
C_Sharper
#184208196Tuesday, February 23, 2016 9:32 PM GMT

You obviously needed some guidance at that time. All I was doing was simply telling you what to do in order to fix it. That's it. kthxbai
LeitrisArcade
#184208220Tuesday, February 23, 2016 9:32 PM GMT

You could do something like this: local function SetGravity(model) for _,child in pairs(model:GetChildren()) do if child:IsA("Part") or child:IsA("UnionOperation") then local bodyForce = Instance.new('BodyForce',child) bodyForce.Force = child:GetMass()*Vector3.new(0,196.2,0) elseif child:IsA("Model") or child:IsA("Hat") then SetGravity(child) end end end --makes sure to get any hats that may still be loading character.DescendantAdded:connect(function(child) if child:IsA("Hat") then SetGravity(child) end end) Though this would make a new BodyForce instance inside each part. You could probably setup something similar that adds up all the mass and makes a single BodyForce in the model's PrimaryPart. FilteringDisabled is for squares

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