Drive Cars Down A Hill Script Online
# Calculate new position (moving right and down) x, y = car.pos() new_x = x + 2 new_y = y - velocity
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Once the basic is working, consider these enhancements to make it feel polished:
A workspace Folder named SpawnedCars to organize active vehicles. drive cars down a hill script
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public WheelCollider[] wheelColliders; public float targetDescentSpeed = 5f; // meters per second (18 km/h) public float brakeForce = 500f; private Rigidbody rb; private float previousVerticalSpeed;
If you want to build your own version, you need a robust scripting foundation. This guide will walk you through creating a complete, optimized system to spawn cars, launch them down a hill, and track their destruction using Luau in Roblox Studio. 1. Core Architecture Overview # Calculate new position (moving right and down) x, y = car
float angle = Vector3.Angle(hit.normal, Vector3.up); // Determine forward/downhill direction using car's forward vector Vector3 projectedForward = Vector3.ProjectOnPlane(transform.forward, hit.normal); float sign = Vector3.Dot(projectedForward, Vector3.down) > 0 ? 1 : -1; return angle * sign;
local forwardForce = (throttle * 600) + gravityPush if brake == 1 then forwardForce = math.max(forwardForce - 400 * dt, 0) end
Dynamically adjust the friction coefficients of the tires based on the angle of the slope. Ground Alignment (Raycasting) Can’t copy the link right now
No matter which script engine you use, raw physics equations can cause glitches. Implement these three adjustments to refine the vehicle's behavior: Problem Feature Technical Cause Scripted Solution
Keeping the vehicle stable while airborne so it does not spin uncontrollably.
Place this Script inside a Model containing a VehicleSeat and a PrimaryPart (Chassis).
-- Hill descent parameters local targetSpeed = -30 -- Negative for forward down hill local brakeSensitivity = 0.85
local localVel = car.CFrame:VectorToObjectSpace(car.Velocity) local targetZ = math.clamp(forwardForce * 2, -80, 150) bodyVelocity.Velocity = car.CFrame:VectorToWorldSpace(Vector3.new(0, 0, targetZ))