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.
概要
プロパティ
- 読み取り専用複製されていません並列読み取り非推奨
The SkateboardPlatform's active SkateboardController.
- 読み取り専用複製されていません並列読み取り非推奨
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.
- 並列読み取り非推奨
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.
- 複製されていません並列読み取り
Sets the overall shape of the object.
Determines whether a part is immovable by physics.
- 複製されていません並列読み取り
The angular velocity of the part's assembly.
- 読み取り専用複製されていません並列読み取り
The center of mass of the part's assembly in world space.
- 複製されていません並列読み取り
The linear velocity of the part's assembly.
- 読み取り専用複製されていません並列読み取り
The total mass of the part's assembly.
- 読み取り専用複製されていません並列読み取り
A reference to the root part of the assembly.
- 並列読み取り
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).
- 複製されていません並列読み取り
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- 並列読み取り
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.
- 並列読み取り
Determines whether or not a part casts a shadow.
- 読み取り専用複製されていません並列読み取り
Describes the world position in which a part's center of mass is located.
- 複製されていません並列読み取り
Describes the name of a part's collision group.
Determines the color of a part.
- 読み取り専用複製されていません並列読み取り
Indicates the current physical properties of the part.
Determines several physical properties of a part.
- 並列読み取り
Used to enable or disable aerodynamic forces on parts and assemblies.
- 読み取り専用複製されていません並列読み取り
- 読み取り専用複製されていません並列読み取り
The actual physical size of the BasePart as regarded by the physics engine.
- 並列読み取り
Determines the type of surface for the Front face of a part (-Z direction).
- 並列読み取り
Determines the type of surface for the Left face of a part (-X direction).
- 非表示複製されていません並列読み取り
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.
- 並列読み取り
Determines the texture and default physical properties of a part.
- 複製されていません並列読み取り
The name of MaterialVariant.
- 非表示複製されていません並列読み取り
Describes the rotation of the part in the world.
- 並列読み取り
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- 非表示読み取り専用複製されていません並列読み取り
Time since last recorded physics update.
- 並列読み取り
Determines how much a part reflects the skybox.
- 読み取り専用複製されていません並列読み取り
Describes the smallest change in size allowable by the Resize method.
- 読み取り専用複製されていません並列読み取り
Describes the faces on which a part may be resized.
- 並列読み取り
Determines the type of surface for the Right face of a part (+X direction).
- 並列読み取り
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).
- 並列読み取り
Determines the type of surface for the Top face of a part (+Y direction).
- 並列読み取り
Determines how much a part can be seen through (the inverse of part opacity).
- 複製されていませんスクリプト作成できません並列読み取り
方法
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.
- 並列書き込み
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- 並列書き込み
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.
- 並列書き込み
Returns the current player who is the network owner of this part, or nil in case of the server.
- 並列書き込み
Returns true if the game engine automatically decides the network owner for this part.
- 並列書き込み
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- 並列書き込み
Returns the linear velocity of the part's assembly at the given position relative to this part.
- 並列書き込み
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):Instanceイールド
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):Instanceイールド
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):Instanceイールド
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.
イベント
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.
プロパティ
Controller
The SkateboardPlatform's active SkateboardController.
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.
方法
ApplySpecificImpulse
Adds ''impulseWorld'' to the SkateboardPlatform's BasePart.Velocity.
パラメータ
戻り値
イベント
MoveStateChanged
Fired when the SkateboardPlatform's SkateboardPlatform.ControllingHumanoid changes the force being used on the SkateboardPlatform.
パラメータ
The new Enum.MoveState.
The old Enum.MoveState.