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Class

RocketPropulsion

Deprecated
Inherits
BodyMover › Instance › Object
Memory category
Instances

Applies a force so that an assembly follows and faces a target part.

Deprecated. This object is deprecated and should not be used for new work. Use LineForce instead, and see the legacy conversion notes.

The RocketPropulsion object applies force on an assembly so that it both follows and faces a target. It acts like a hybrid of BodyPosition and BodyGyro. Unlike other BodyMovers, RocketPropulsion must be instructed to begin applying or stopping force via Fire() or Abort() respectively.

You can detect when the assembly reaches its target using the ReachedTarget event which fires once the assembly is within the TargetRadius of the Target part.

Properties 11#

CartoonFactorfloatDetermines the tendency of the assembly to face the Target.ReadSafe
MaxSpeedfloatDetermines the maximum speed at which the assembly will move toward the Target.ReadSafe
MaxThrustfloatDetermines the maximum amount of thrust that will be exerted to move the assembly.ReadSafe
MaxTorqueVector3Determines the maximum amount of torque that may be exerted to rotate the assembly towards the Target.ReadSafe
TargetBasePartDetermines the object towards which the assembly should follow/face.ReadSafe
TargetOffsetVector3Determines the world offset from the Target toward which the force/torque is exerted.ReadSafe
TargetRadiusfloatDetermines the maximum distance from the Target at which the assembly must be in order for ReachedTarget to be fired.ReadSafe
ThrustDfloatDetermines the dampening applied to the assembly in order to prevent it from overshooting the Target.ReadSafe
ThrustPfloatDetermines how aggressive of a force is applied in reaching the Target.ReadSafe
TurnDfloatDetermines the amount of dampening that to use in reaching the Target.ReadSafe
TurnPfloatDetermines how aggressive of a torque is applied in facing the Target.ReadSafe

CartoonFactor: float#

ReadSafe

This property determines the tendency of the assembly to face the Target. By default, this property is set to 0.7. If set to 0, the assembly will make no effort to face the target.

MaxSpeed: float#

ReadSafe

This property determines the upper limit of the velocity at which the assembly will move toward the Target.

MaxThrust: float#

ReadSafe

This property determines the upper limit of the thrust that may be exerted to move the assembly. Assemblies that have high mass will require more thrust in order to remain airborne and thus track the Target.

MaxTorque: Vector3#

ReadSafe

This property determines the upper limit on the amount of torque that may be exerted in order to rotate the assembly towards the Target. It functions similarly to BodyGyro.MaxTorque.

Target: BasePart#

ReadSafe

This property determines the object towards which the RocketPropulsion will exert force/torque. If set to nil, the TargetOffset will be used instead.

TargetOffset: Vector3#

ReadSafe

This property determines the world offset from the Target. It is especially useful when Target is set to nil, since this property then acts as the target position.

TargetRadius: float#

ReadSafe

This property determines the maximum distance from the Target at which the assembly must be in order for ReachedTarget to be fired. It does not affect the exerted forces in any way.

ThrustD: float#

ReadSafe

This property is used to dampen the velocity of the assembly in order to prevent it from overshooting the Target and causing a "rubber‑banding" effect. It behaves similarly to BodyPosition.D.

ThrustP: float#

ReadSafe

This property determines how much power is used while applying force in order to reach the Target position. The higher this value, the more power will be used and the faster it will be used. This property works similarly to BodyPosition.P.

TurnD: float#

ReadSafe

This property specifies how much dampening will be applied to the torque used to face the Target. When the assembly approaches the goal orientation, it needs to decelerate, otherwise it will rotate past the goal and have to stop and re-accelerate back toward the goal. This often creates an undesirable "rubber‑banding" effect, avoided by applying dampening. The higher this value is set, the greater the dampening curve becomes, or the slower the part will approach the goal orientation.

TurnP: float#

ReadSafe

This property determines how much power is used while applying torque in order to face the Target. The higher this value, the more power will be used and the faster it will be used.

Methods 3#

AbortCauses the assembly to stop moving toward its Target.
FireCauses the assembly to start moving toward its Target.
fireDeprecated

Abort(): ()#

Causes the assembly to stop moving toward its Target.

Returns
  • ()

Fire(): ()#

Causes the assembly to start moving toward its Target.

Returns
  • ()

fire(): ()#

DeprecatedDeprecated

Deprecated. This function is a deprecated variant of RocketPropulsion:Fire() which should be used instead.

Returns
  • ()

Events 1#

ReachedTargetFires when the assembly comes within TargetRadius of the Target.

ReachedTarget()#

Fires when the assembly comes within TargetRadius of the Target.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed