Preliminary:This item is under development and is likely to change. Use only for experimental work.
The Seat object creates a brick that when touched by a player will anchor their torso to the brick and move their arms and legs forward, in a sitting position just above the brick. This allows for the creation of vehicles that players can sit in and not be flung about the cabin/deck of the vehicle.
The Seat is a variation of the Part object, so it includes all of the same functions, properties and events as the Part.
The Seat object is very useful for letting people sit. Be it a park bench, a roller coaster, a seat on a bus or a plane, anything where you want someone to sit down and not move. When a player sits on the seat a
Weld constraint is created, so they are 'attached' to the seat and can't move until that weld is broken. It can be removed by hitting the spacebar, when the player jumps to exit the seat.
MakeJoints( )
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Returns
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nil
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Description:
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Creates a joint on any side of the object that has a surface ID that can make a joint.
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Member of:
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BasePart, Model
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Resize( NormalId NormalId, Integer DeltaAmount )
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Returns
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nil
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Description:
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Changes the size of an object just like using the Studio resize tool. NormalId is a side, DeltaAmount is how much to grow/shrink on that side.
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Member of:
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BasePart
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Clone( )
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Returns
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Instance
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Description:
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Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
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Member of:
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Instance
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FindFirstChild( string name, bool recursive = false )
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Returns
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Instance
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Description:
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Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
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Member of:
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Instance
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GetFullName( )
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Returns
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String path to object
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Description:
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Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
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Member of:
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Instance
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Destroy( )
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Returns
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nil
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Description:
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Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
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Member of:
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Instance
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Shape
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Property
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PartType PartType
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Description
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Sets the type of shape the object has.
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Member of
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Part
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Anchored
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Type
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bool
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Description
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Sets whether or not the object is frozen in place.
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Member of
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BasePart
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CanCollide
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Property
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Bool CanCollide
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Description
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If true, then the object will collide with other objects.
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Member of
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BasePart
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Elasticity
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Property
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Number Elasticity
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Description
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Sets how much the object will rebound against another. a value of 1 is like a superball, and 0 is like a lead block.
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Member of
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BasePart
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Friction
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Property
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Number Friction
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Description
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Sets how much friction the object has. A value of 1 is a no-slick grip, 0 is a waxy floor.
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Member of
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BasePart
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Locked
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Property
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Bool Is Locked
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Description
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If True, the object will not be selectable.
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Member of
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BasePart
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Reflectance
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Property
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Number Reflectance
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Description
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Sets how reflective the object is. A value of 1 is like chrome, a value of 0 is a concrete wall.
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Member of
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BasePart
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Size
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Property
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Vector3 Size
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Description
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Sets the size of the object in object coordinates.
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Member of
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BasePart
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Transparency
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Property
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Number Transparency
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Description
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Sets how see-through the object is. A value of 1 is completely invisible, a value of 0 is completely opaque.
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Member of
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BasePart
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Velocity
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Type
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Vector3
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Description
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Stores the speed and movement direction of the object.
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Member of
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BasePart
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Name
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Type
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string
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Description
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The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
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Member of
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Instance
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Parent
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Type
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Instance
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Description
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The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
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Member of
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Instance
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Archivable
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Type
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bool
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Description
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Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
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Member of
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Instance
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ClassName
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Type
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string
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Description
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A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.
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Member of
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Instance
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LocalSimulationTouched ( Instance part )
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Description
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Fired when another part comes in contact with another object. This event only sends data to the client notifying it that two parts have collided, whereas Touched sends data to the server.
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Member of:
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BasePart
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Touched ( BasePart otherPart )
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Description
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Fired when another object comes in contact with this object.
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Member of:
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BasePart
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