PowerHorse Engine
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    Command line executables:

    • Creating a Face Part inside a wheel model:
    local Selection = game:GetService("Selection");
    local updated = {}
    for _,v in Selection:Get() do
    if ((v:IsA("Model")) or v:IsA("BasePart")) ~= true then
    	warn(`VehicleChassisRigWheel -> Skipping "{tostring(v)}" as it is not a model | basepart.`);
    	continue;
    end
    local BoundsCF = if v:IsA("Model") then v:GetBoundingBox() else v.CFrame;
    local _face = Instance.new("Part");
    _face.Name = "WheelMain";
    _face.CanCollide = false;
    _face.CanQuery = false;
    _face.CanTouch = false;
    _face.Position = BoundsCF.Position;
    _face.Size = Vector3.new(1,1,1);
    _face.Parent = v;
    table.insert(updated, _face)
    if(v:IsA("Model"))then
    	v.PrimaryPart = v.PrimaryPart or _face;
    end
    end
    Selection:Set(updated);
    updated = nil;
    Selection = nil;
    warn(`\n\nVehicleChassisRigWheel -> CTRL+Z Will NOT Undo recent changes!`);
    ~~~~~~~~~~ COPY END ~~~~~~~~~~
    

    Hierarchy

    • Pseudo<{ PhysicalWheel: Part }>
      • VehicleChassisRigWheel
    Index

    Constructors

    Properties

    _Main: undefined | BasePart = undefined
    Attachment0Offset: Vector3 = CONSTS.VehicleDefaults.Attachment0Offset
    Attachment0OrientationSpeed: number = CONSTS.VehicleDefaults.Attachment0OrientationSpeed
    Attachment1Offset: Vector3 = CONSTS.VehicleDefaults.Attachment1Offset
    AttachmentAlignment: HorizontalAlignment | "Left" | "Center" | "Right" = "Right"

    If the Wheel is on the Left Side of the car, then the AttachmentAlignement should be on the Right.

    CollisionGroup: string = "Default"
    CylindricalAngularVelocity: number = CONSTS.VehicleDefaults.CylindricalAngularVelocity
    CylindricalLimitsEnabled: boolean = CONSTS.VehicleDefaults.CylindricalLimitsEnabled
    CylindricalLowerLimit: number = CONSTS.VehicleDefaults.CylindricalLowerLimit
    CylindricalMaxAngularAcceleration: number = CONSTS.VehicleDefaults.CylindricalMaxAngularAcceleration
    CylindricalMaxTorque: number = CONSTS.VehicleDefaults.CylindricalMaxTorque
    CylindricalUpperLimit: number = CONSTS.VehicleDefaults.CylindricalUpperLimit
    Motor: boolean = CONSTS.VehicleDefaults.WheelsMotor
    Name: string = "VehicleChassisRigWheel"

    The Name of the Pseudo

    PhysicalProperties: undefined | PhysicalProperties = CONSTS.VehicleDefaults.WheelsPhysicalProperties
    PositionRelativeToMain: boolean = CONSTS.VehicleDefaults.WheelsPositionIsRelativeToMain
    Shape: PartType = CONSTS.VehicleDefaults.WheelShape
    Size: Vector3 = CONSTS.VehicleDefaults.WheelSize
    Spring: boolean = CONSTS.VehicleDefaults.Spring
    SpringDamping: number = CONSTS.VehicleDefaults.SpringDamping
    SpringFreeLength: number = CONSTS.VehicleDefaults.SpringFreeLength
    SpringLimitsEnabled: boolean = CONSTS.VehicleDefaults.SpringLimitsEnabled
    SpringMaxForce: number = CONSTS.VehicleDefaults.SpringMaxForce
    SpringMaxLength: number = CONSTS.VehicleDefaults.SpringMaxLength
    SpringMinLength: number = CONSTS.VehicleDefaults.SpringMinLength
    SpringStiffness: number = CONSTS.VehicleDefaults.SpringStiffness
    SpringVisible: boolean = CONSTS.VehicleDefaults.WheelSpringsVisible
    Steerable: boolean = CONSTS.VehicleDefaults.Steerable
    SteerAngle: number = CONSTS.VehicleDefaults.SteerAngle
    SteerInversed: boolean = CONSTS.VehicleDefaults.SteerInversed
    Visible: boolean = CONSTS.VehicleDefaults.WheelsVisible
    Wheel: Instance

    Methods