RBX.lua.BodyPosition (Object): Difference between revisions

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Revision as of 16:54, 26 January 2011

Derived Classes
None

The BodyPosition object attempts to remain at a certain point, specified in World coordinates. It can be used for floating platforms, space shuttles, all sorts of things that need to stay in place, or get to a place.

Put simply, the BodyPosition is used to make a brick move somewhere in space.

The Position property lets you set a goal location. The BodyPosition object will try to move the brick to this location, using the maxForce that you can also set. This is useful for making floating platforms and such.

For example, this little bit of code will make a brick fly and hover in the center of the map, a little bit off the ground.

Example
script.Parent.BodyPosition.position = Vector3.new(0, 20, 0)
GetLastForce( )
Returns Vector3 last force
Description: Returns the last force in the object.
Member of: BodyPosition
lastForce( )
Returns Vector3 last force
Description: Returns the last force in the object.
Member of: BodyPosition
Clone( )
Returns Instance
Description: 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.
Member of: Instance
FindFirstChild( string name, bool recursive = false )
Returns Instance
Description: 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.
Member of: Instance
GetChildren( )
Returns table
Description: Returns a read-only table of the object's children.
Member of: Instance
GetDebugId( int scopeLength )
Returns string
Description: Returns a coded string of the object's DebugId used internally by Roblox.
Member of: Instance
GetFullName( )
Returns String path to object
Description: Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
Member of: Instance
IsA( string className )
Returns bool
Description: Returns true if the Instance is that class or a subclass.
Member of: Instance
IsAncestorOf( Instance descendant )
Returns boolean is ancestor
Description: Returns true if the object is an ancestor of descendant.
Member of: Instance
IsDescendantOf( Instance ancestor )
Returns bool
Description: Returns true if the object is an descendant of ancestor.
Member of: Instance
Destroy( )
Returns nil
Description: Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
Member of: Instance
ClearAllChildren( )
Returns nil
Description: Removes all descendants of the Instance, but leaves the Instance itself.
Member of: Instance
D
Property Number dampening
Description Sets how much dampening the object has before it reaches its goal.
Member of BodyGyro, BodyPosition
P
Property Number power
Description Sets how aggressively the object tries to reach its goal.
Member of BodyAngularVelocity, BodyGyro, BodyPosition, BodyVelocity
maxForce
Property Vector3 maximum force on axis
Description Sets the maximum force that can be applied on each axis to reach the goal.
Member of BodyPosition, BodyVelocity
position
Property Vector3 position
Description Sets the goal position for the object.
Member of BodyPosition
Name
Type string
Description 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.
Member of Instance
Parent
Type Instance
Description 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.
Member of Instance
Archivable
Type bool
Description Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
Member of Instance
ClassName
Type string
Description 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.
Member of Instance
RobloxLocked
Type bool
Description If true, the object and its descendants cannot be indexed or edited by a Script or LocalScript and will throw an error if it is attempted.
Member of Instance
DataCost
Type int
Description How much saving this instance with SaveInstance will add to DataComplexity
Member of Instance
AncestryChanged ( Instance child, Instance parent )
Description Fired when an ancestor of the Instance the event which is a member of child has its parent changed to parent.
Member of: Instance
Changed ( Property property )
Description Fired whenever a property of the object changes.
Member of: Instance
ChildAdded ( Instance child )
Description Fired after a child is added.
Member of: Instance
ChildRemoved ( Instance child )
Description Fired when a child is removed from the object.
Member of: Instance
DescendantAdded ( Instance descendant )
Description Fired when a descendant is added to the object.
Member of: Instance
DescendantRemoving ( Instance descendant )
Description Fired when a descendant is being removed.
Member of: Instance