SkateboardPlatform
A SkateboardPlatform can be used to create a skateboard. When characters get on a skateboard, they are stuck to it until they press the escape key. Until then, the character uses skateboard animations and travels faster than a walking character.
Resumen
Propiedades
- solo lecturano replicadoleer paraleloobsoleto
The SkateboardPlatform's active SkateboardController.
- solo lecturano replicadoleer paraleloobsoleto
The Humanoid that is controlling the SkateboardPlatform.
The direction of movement, tied to the keys A and D. Must be 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.
- leer paraleloobsoleto
If true, wheels won't roll without user input.
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.
- no replicadoleer paralelo
Sets the overall shape of the object.
Determines whether a part is immovable by physics.
- no replicadoleer paralelo
The angular velocity of the part's assembly.
- solo lecturano replicadoleer paralelo
The center of mass of the part's assembly in world space.
- no replicadoleer paralelo
The linear velocity of the part's assembly.
- solo lecturano replicadoleer paralelo
The total mass of the part's assembly.
- solo lecturano replicadoleer paralelo
A reference to the root part of the assembly.
- leer paralelo
Determines the type of surface for the Back face of a part (+Z direction).
- leer paralelo
Determines the type of surface for the Bottom face of a part (-Y direction).
- no replicadoleer paralelo
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- leer paralelo
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.
- leer paralelo
Determines whether or not a part casts a shadow.
- solo lecturano replicadoleer paralelo
Describes the world position in which a part's center of mass is located.
- no replicadoleer paralelo
Describes the name of a part's collision group.
Determines the color of a part.
- solo lecturano replicadoleer paralelo
Indicates the current physical properties of the part.
- leer paralelo
Determines several physical properties of a part.
- leer paralelo
Used to enable or disable aerodynamic forces on parts and assemblies.
- solo lecturano replicadoleer paralelo
- solo lecturano replicadoleer paralelo
The actual physical size of the BasePart as regarded by the physics engine.
- leer paralelo
Determines the type of surface for the Front face of a part (-Z direction).
- leer paralelo
Determines the type of surface for the Left face of a part (-X direction).
- ocultono replicadoleer paralelo
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.
- leer paralelo
Determines the texture and default physical properties of a part.
- no replicadoleer paralelo
The name of MaterialVariant.
- ocultono replicadoleer paralelo
Describes the rotation of the part in the world.
- leer paralelo
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- ocultosolo lecturano replicadoleer paralelo
Time since last recorded physics update.
- leer paralelo
Determines how much a part reflects the skybox.
- solo lecturano replicadoleer paralelo
Describes the smallest change in size allowable by the Resize method.
- solo lecturano replicadoleer paralelo
Describes the faces on which a part may be resized.
- leer paralelo
Determines the type of surface for the Right face of a part (+X direction).
- leer paralelo
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).
- leer paralelo
Determines the type of surface for the Top face of a part (+Y direction).
- leer paralelo
Determines how much a part can be seen through (the inverse of part opacity).
- no replicadono programableleer paralelo
Métodos
Adds ''impulseWorld'' to the SkateboardPlatform's BasePart.Velocity.
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.
- escribir paralelo
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- escribir paralelo
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.
- escribir paralelo
Returns the current player who is the network owner of this part, or nil in case of the server.
- escribir paralelo
Returns true if the game engine automatically decides the network owner for this part.
- escribir paralelo
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- escribir paralelo
Returns the linear velocity of the part's assembly at the given position relative to this part.
- escribir paralelo
Returns true if the object is connected to a part that will hold it in place (eg an BasePart.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 : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instanceproporciona
Creates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
- SubtractAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instanceproporciona
Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
- UnionAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):Instanceproporciona
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.
Eventos
Fired when the skateboard is equipped.
Fired when the SkateboardPlatform's SkateboardPlatform.ControllingHumanoid changes the force being used on the SkateboardPlatform.
Fired whenever the skateboard is unequipped.
Fires 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.
Propiedades
Controller
The SkateboardPlatform's active SkateboardController.
ControllingHumanoid
The Humanoid that is controlling the SkateboardPlatform.
Steer
The direction of movement, tied to the keys A and D. Must be 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.
Métodos
ApplySpecificImpulse
Adds ''impulseWorld'' to the SkateboardPlatform's BasePart.Velocity.
Parámetros
Devuelve
Eventos
MoveStateChanged
Fired when the SkateboardPlatform's SkateboardPlatform.ControllingHumanoid changes the force being used on the SkateboardPlatform.
Parámetros
The new Enum.MoveState.
The old Enum.MoveState.