If you are building a game like "Drive Cars Down a Hill" in Roblox Studio, you might be looking for a script to make a car spawn and drive.
Simple Car Spawn & Move Script: Place this script inside a ServerScriptService. Ensure you have a model named "Car" in ServerStorage and a Part named "SpawnLocation" in the Workspace.
local ServerStorage = game:GetService("ServerStorage") local carModel = ServerStorage:WaitForChild("Car")-- Function to spawn a car local function spawnCar() local newCar = carModel:Clone() newCar.Parent = workspace
-- Move to spawn point local spawnPoint = workspace:FindFirstChild("SpawnLocation") if spawnPoint then newCar:SetPrimaryPartCFrame(spawnPoint.CFrame) end -- Optional: Add velocity to make it roll down the hill automatically local primaryPart = newCar.PrimaryPart if primaryPart then -- Adjust the Vector3 direction to match your hill's angle local pushForce = Instance.new("BodyVelocity") pushForce.Velocity = Vector3.new(0, 0, 50) -- Pushes forward on Z axis pushForce.MaxForce = Vector3.new(math.huge, math.huge, math.huge) pushForce.Parent = primaryPart -- Clean up after 10 seconds game:GetService("Debris"):AddItem(newCar, 10) endend
-- Spawn a car every 5 seconds while true do spawnCar() task.wait(5) end
⚠️ Important Note regarding "Infinite Money" or "God Mode" Scripts: If you are looking for a script to get infinite money or to cheat in an existing Roblox game (often called "drive cars down a hill script pastebin"): drive cars down a hill script
If your car accelerates infinitely downhill, clamp the velocity.
if (rb.velocity.magnitude > maxDescentSpeed) rb.velocity = rb.velocity.normalized * maxDescentSpeed;
This script mimics real-world Hill Descent Control systems found in Land Rovers or Toyotas.
using UnityEngine;public class HillDescentController : MonoBehaviour 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 are building a game like "Drive
void Start() rb = GetComponent<Rigidbody>(); void FixedUpdate() // 1. Check if we are on a slope float slopeAngle = Vector3.Angle(Vector3.up, transform.up); bool isOnHill = slopeAngle > 15f && rb.velocity.y < -0.5f; if (!isOnHill) return; // 2. Calculate current downward speed float verticalSpeed = rb.velocity.y; float horizontalSpeed = rb.velocity.magnitude; // 3. Adjust brakes to maintain target descent speed float speedError = horizontalSpeed - targetDescentSpeed; foreach (WheelCollider wheel in wheelColliders) if (speedError > 0.5f) wheel.brakeTorque = brakeForce * Mathf.Clamp01(speedError); else if (speedError < -0.5f) wheel.motorTorque = 50f; // Light throttle to prevent stalling else wheel.brakeTorque = brakeForce * 0.2f; // Hold speed // 4. Steering correction to stay on road float steeringInput = CalculateSteeringCorrection(); foreach (WheelCollider wheel in wheelColliders) if (wheel.transform.localPosition.z > 0) // Front wheels only wheel.steerAngle = steeringInput * 20f; float CalculateSteeringCorrection() // Raycast to find road direction (simplified) RaycastHit hit; if (Physics.Raycast(transform.position + transform.forward, Vector3.down, out hit, 5f)) Vector3 roadTangent = Vector3.Cross(hit.normal, transform.right); return Vector3.Dot(transform.forward, roadTangent); return 0f;
Why this works: It doesn't force velocity. It uses the physics engine’s native torque system, allowing the car to bounce, slide, and correct naturally. end -- Spawn a car every 5 seconds
¿No tienes cuenta aún?
Crear una cuenta