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The RocketPropulsion object applies a force on a part so that it both follows and faces a target part. It acts like a hybrid of BodyPosition and BodyGyro. Unlike other BodyMovers, a RocketPropulsion must be instructed to begin applying a force: call RocketPropulsion/Fire|Fire to start, or call RocketPropulsion/Abort|Abort to stop.

Below is an animation of a blue Part with a RocketPropulsion. The RocketPropulsion/Target|Target is set to a tall red Part that is being dragged around in a circle in Studio. Notice how the blue part homes in to the target:
A blue Part with a RocketPropulsion following a tall red Part that is being dragged around in Studio

You can detect when the part reaches its target using the RocketPropulsion/ReachedTarget|ReachedTarget event, which fires once the part is within the RocketPropulsion/TargetRadius|TargetRadius of the RocketPropulsion/Target|Target.

RocketPropulsion has the most physics-related properties out of all the BodyMovers. It is helpful to separate the properties out into categories based on what they control:

  • Goal: RocketPropulsion/Target|Target, RocketPropulsion/TargetOffset|TargetOffset and RocketPropulsion/TargetRadius|TargetRadius
  • Position (Thrust): RocketPropulsion/MaxSpeed|MaxSpeed, RocketPropulsion/MaxThrust|MaxThrust, RocketPropulsion/ThrustD|ThrustD and RocketPropulsion/ThrustP|ThrustP
  • Rotation (Turn): - RocketPropulsion/CartoonFactor|CartoonFactor, RocketPropulsion/MaxTorque|MaxTorque, RocketPropulsion/TurnD|TurnD and RocketPropulsion/TurnP|TurnP

Remember, you don’t need to use both the translational and rotational force features of a RocketPropulsion: by setting RocketPropulsion/MaxThrust|MaxThrust to 0, you can make a part just face the target without having it follow the target around (consider also using a BodyPosition in addition). Similarly, by setting RocketPropulsion/MaxTorque|MaxTorque to (0, 0, 0), you can have a part simply follow another object without facing it (use a BodyGyro if you want the object to maintain a specific orientation).

Properties

Name Type Description
float

Determines the tendency of the part to face the RocketPropulsion/Target|Target

float

Determines the maximum speed at which the part will move toward the RocketPropulsion/Target|Target

float

Determines the maximum amount of thrust that will be exerted to move the part

Vector3

Determines the maximum amount of torque that may be exerted to rotate the part towards the RocketPropulsion/Target|Target

BasePart

Determines the object towards which the part should follow/face

Vector3

Determines the world offset from the RocketPropulsion/Target|Target toward which the force/torque is exerted

float

Determines the maximum distance from the RocketPropulsion/Target|Target the part must be in order for RocketPropulsion/ReachedTarget|ReachedTarget to be fired

float

Determines the dampening applied to the part in order to prevent it from overshooting the RocketPropulsion/Target|Target

float

Determines how aggressive of a force is applied in reaching the RocketPropulsion/Target|Target

float

Determines the amount of dampening that to use in reaching the RocketPropulsion/Target|Target

float

Determines how aggressive of a torque is applied in facing the RocketPropulsion/Target|Target

Inherited from Instance , BodyMover

Archivable ClassName DataCost Name Parent RobloxLocked

Events

Name Type Description

Fired when the Rocket comes within TargetRadius of the Target. This is used to make the rocket work, such as make an explosion when it flies near the Target.

Inherited from Instance , BodyMover

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