VehicleSeat
The VehicleSeat objects welds a player to the seat when the player touches the seat. It then forwards the movement keys to any connected motor joints, allowing control of a vehicle.
While VehicleSeats are great for making simple vehicles they do have some limitations. Movement control will only detect motors connected directly to the vehicle seat, or through another rigid connection. This means that if you have a wheel connected to a beam which is then welded to the seat it will work fine, however if you have the wheel connected to a part, which is connected by a hinge to the rest of the car, it will not work.
Summary
Properties
Displays how many hinges are detected by the VehicleSeat. Useful for debugging vehicle designs.
Toggles whether the VehicleSeat is active or not.
If true, a fancy speed bar will be displayed speed on screen that tells you what speed the Vehicle is moving at.
The maximum speed that can be attained.
The humanoid that is sitting in the seat.
The direction of movement, tied to the keys A and D. Must be one of 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.
Functions identically to VehicleSeat.Steer, but the value is not an integer.
The direction of movement, tied to the keys W and S. Must be an integer 1 (forward) 0 (null) or -1 (reverse). Will refresh back to 0 unless constantly set.
Functions identically to VehicleSeat.Throttle, but the value is not an integer.
How fast the vehicles will be able to attain VehicleSeat.MaxSpeed. The greater the number, the faster it will reach the maximum speed.
The speed at which the vehicle will turn. Higher numbers can cause problems and are not necessarily better.
Determines whether a part is immovable by physics.
The angular velocity of the part's assembly.
The center of mass of the part's assembly in world space.
The linear velocity of the part's assembly.
The total mass of the part's assembly.
A reference to the root part of the assembly.
Determines the type of surface for the Back face of a part (+Z direction).
Determines the type of surface for the Bottom face of a part (-Y direction).
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
Determines whether a part may collide with other parts.
Determines whether the part is considered during spatial query operations.
Determines if Touched and TouchEnded events fire on the part.
Determines whether or not a part casts a shadow.
Describes the world position in which a part's center of mass is located.
Describes the name of a part's collision group.
Determines the color of a part.
Indicates the current physical properties of the part.
Determines several physical properties of a part.
Used to enable or disable aerodynamic forces on parts and assemblies.
The actual physical size of the BasePart as regarded by the physics engine.
Determines the type of surface for the Front face of a part (-Z direction).
Determines the type of surface for the Left face of a part (-X direction).
Determines a multiplier for BasePart.Transparency that is only visible to the local client.
Determines whether a part is selectable in Studio.
Describes the mass of the part, the product of its density and volume.
Determines whether the part contributes to the total mass or inertia of its rigid body.
Determines the texture and default physical properties of a part.
The name of MaterialVariant.
Describes the rotation of the part in the world.
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
Time since last recorded physics update.
Determines how much a part reflects the skybox.
Describes the smallest change in size allowable by the Resize method.
Describes the faces on which a part may be resized.
Determines the type of surface for the Right face of a part (+X direction).
The main rule in determining the root part of an assembly.
The rotation of the part in degrees for the three axes.
Determines the dimensions of a part (length, width, height).
Determines the type of surface for the Top face of a part (+Y direction).
Determines how much a part can be seen through (the inverse of part opacity).
Methods
Forces the character with the specified Humanoid to sit in the VehicleSeat.
Apply an angular impulse to the assembly.
Apply an impulse to the assembly at the assembly's center of mass.
Apply an impulse to the assembly at specified position.
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
Returns a table of parts connected to the object by any kind of rigid joint.
Return all Joints or Constraints that is connected to this Part.
Returns the value of the Mass property.
Returns the current player who is the network owner of this part, or nil in case of the server.
Returns true if the game engine automatically decides the network owner for this part.
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
Returns the linear velocity of the part's assembly at the given position relative to this part.
Returns true if the object is connected to a part that will hold it in place (eg an Anchored part), otherwise returns false.
Changes the size of an object just like using the Studio resize tool.
Sets the given player as network owner for this and all connected parts.
Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
- IntersectAsync(parts : Instances,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance
Creates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
- SubtractAsync(parts : Instances,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance
Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
- UnionAsync(parts : Instances,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instance
Creates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.
Gets the pivot of a PVInstance.
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.
Events
Events inherited from BasePartFires when a part stops touching another part as a result of physical movement.
Fires when a part touches another part as a result of physical movement.
Properties
AreHingesDetected
Displays how many hinges are detected by the VehicleSeat. Useful for debugging vehicle designs.
Disabled
Toggles whether the VehicleSeat is active or not. If the seat is disabled then it will not automatically weld a character to it on collision and will not allow a character to control the connected vehicle.
HeadsUpDisplay
If true, a fancy speed bar will be displayed speed on screen that tells you what speed the Vehicle is moving at.
Steer
The direction of movement, tied to the keys A and D. Must be one of 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.
Throttle
The direction of movement, tied to the keys W and S. Must be an integer 1 (forward) 0 (null) or -1 (reverse). Will refresh back to 0 unless constantly set.
Torque
How fast the vehicles will be able to attain VehicleSeat.MaxSpeed. The greater the number, the faster it will reach the maximum speed.
TurnSpeed
The speed at which the vehicle will turn. Higher numbers can cause problems and are not necessarily better.