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::* Beware objects used in tutorial are depricated in newest version of roblox studio.

::* Insert into the Engine brick a BodyPosition object.



:::


:::* Set maxForce values for x, y and z to 0.



::* Insert into the Engine brick a BodyVelocity object, and name it Drift.



:::


:::* Set maxForce values for x, y and z to 0.

:::* Set velocity values for x, y and z to 0.


* Insert into the Parts model an additional 4 Part objects. These bricks will become the wheels of the car. Name the 4 new bricks these names:


LeftWheel1, LeftWheel2, RightWheel1, RightWheel2. For each of these 4 wheel bricks, do the following:


:


::


::* Make the BackSurface, BottomSurface, and TopSurface Smooth

::* Make the Shape property Cylinder.

::* Make the size (3,3,3)

::* Make the formFactor property Symmetric.

::* Set the BrickColor property to Black


At this point, you should have these pieces in your workspace:


[1]



=Edit

Assembling the Parts===


Assemble these key pieces of the car as follows:


* Place the Seat on the front section of the Engine brick.

* Select the 4 wheels, and change the FrontSurface to Hinge. This will show you which is the front of the wheel.

* Place the wheels next to each side of the Engine, where wheels go. Make sure the front surface of the wheel is facing to the front of the car.

* Make sure the Left wheels are on the left side of the car - On your left if you were sitting on the seat facing forward.

* Make sure the Right wheels are on the right side of the car.


* The wheels should look like this now:


[2]


* Select the two left wheels, and change the RightSurface to be Motor.

* Select the two right wheels, and change the LeftSurface to be Motor.

* Now you need to move the Engine brick up a little, so the middle of the brick will align with the motor hinge of each wheel.

* NOTE: Since it can be difficult to move the wheels while they are inside the model, you may drag the wheels to be under the Workspace object in the Explorer window. This will allow you to move them with the move tool, to make sure they are attached properly to the engine brick. Once that is done, drag the wheels to be back under the Parts model.

* Make sure the hinges of the wheels (for the FrontSurface) are pointing towards the front of the car.

* Move each wheel so that the motor hinge is inside the Engine brick.

* Change the FrontSurface to Smooth for each of the 4 wheels.


[3]



=Edit

Adding the Car Tool===


Follow these steps to add the Car Tool to players as they enter the game.


* Insert a HopperBin object under the StarterPack and name it Car Tool

* Select the Car Tool and insert a script object into it. Name the script CarDriver

* Copy the following code into the script.


bin=script.Parent
car=nil
hold=false
local debounce = false
local cardebounce = false
local stuntdebounce = false
local controlling = false

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function move(target, engine)
	local origincframe = engine:findFirstChild("BodyGyro").cframe
	local dir = (target - engine.Position).unit
	local spawnPos = engine.Position

	local pos = spawnPos + (dir * 1)

	engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(9000, 9000, 9000)
	engine:findFirstChild("BodyGyro").cframe = CFrame.new(pos,  pos + dir)
	wait(0.1)
	engine:findFirstChild("BodyGyro").maxTorque = Vector3.new(0, 0, 0)
	engine:findFirstChild("BodyGyro").cframe = origincframe
end

function findCar(player)
	local list = player.Character:GetChildren()
	for x = 1, #list do
		if (list[x].Name == "Car") then
			local weld = list[x]:FindFirstChild("Parts"):FindFirstChild("Seat"):FindFirstChild("SeatWeld")
			if (weld ~= nil) and (weld.Part1 == player.Character:FindFirstChild("Torso")) then
				return list[x]
			end
		end
	end
	return nil
end

function onButton1Down(mouse)
	local vehicle = findCar(script.Parent.Parent.Parent)
	if vehicle ~= nil and debounce == false and cardebounce == false then
	debounce = true

	controlling = true

	while true do
		wait()
		local engine = vehicle.Parts.Engine
		local position = mouse.Hit
		local target = position.p
		if engine ~= nil then
		move(target, engine)
		end
		if cardebounce == true or
		controlling == false then break end
	end
	wait(.1)
	debounce = false
	end
end

function onButton1Up(mouse)
	controlling = false
end

function onSelected(mouse)
	mouse.Icon = "rbxasset://textures\\GunCursor.png"
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
	mouse.KeyDown:connect(onKeyDown)
end

function onKeyDown(key)
	if (key~=nil) then
		key = key:lower()
		local vehicle = findCar(script.Parent.Parent.Parent)
		if (vehicle==nil) then return end
		car = vehicle.Parts
		local engine = vehicle.Parts.Engine
		local r1 = engine.Parent.RightWheel1
		local r2 = engine.Parent.RightWheel2
		local l1 = engine.Parent.LeftWheel1
		local l2 = engine.Parent.LeftWheel2
		if (key=="x") and cardebounce == false then
			r1.LeftParamB= 0
			r2.LeftParamB= 0
			l1.RightParamB= 0
			l2.RightParamB= 0
		end
		if (key=="y") then
			r1.LeftParamB= -1
			r2.LeftParamB= -1
			l1.RightParamB= 1
			l2.RightParamB= 1
		end
	end
end

bin.Selected:connect(onSelected)



=Edit

Testing your Car===


The car frame is ready to be tested. Save your work and run it in either Test Solo mode, or Start Server and add a player to see if any error messages come up. The Car Tool has these commands:


* y will start the car. The car should start moving as soon as y is pressed.

* x will stop the car.

* Clicking the mouse will make the car turn in the direction of the click.



=Edit

Debugging Tips===


* If the car doesn't move, but the mouse click makes it change direction, then you need to review every brick to make sure it is pointing forward (change the FrontSurface to hinge to verify).

* Verify the BodyGyro, BodyPosition and BodyVelocity objects in the engine have their values set to 0 - per the instructions.

* Verify the name of your model matches the instructions, or that you have changed the scripts accordingly.



=Edit

Creating the BodyKit Model===


Now that the basic frame of the car is working, it can be completed to look as desired. Any additional bricks or parts should be added to the BodyKit model. The seat may be placed anywhere on the car, it does not have to sit on the engine brick. Here are some ideas for making the car look realistic:


* Add a floor and sides to the car

* Add a windshield using a mesh and a semitransparent brick

* Add more seats

* Add headlights and brake lights.

* Look through the free models for ideas on how to complete your car structure.


As the final shape of the car is developed, test the car by driving it - to ensure a change didn't break it.



[4]

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