How to Make a Plane

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This is an Advanced, Building & Lua related tutorial.


Introduction

This tutorial will guide you through the steps needed to create a simple plane from scratch. It will then show you how to add the different features of airplanes, such as shooting, exploding when crashing, and customizing the look of your plane.

Creating a Plane From Scratch

The plane will consist of these models: Hangar, Plane, BodyKit, Parts. We will start first by creating the Hangar model.

Creating the Hangar for the Plane

The hangar for the plane is used to hold the plane safely off the ground. It also makes it easier to climb aboard and easier to take off.

In this example, we are using the simplest hangar: two bricks in the shapes of low walls - on which the wings of the plane will rest. NOTE: Add steps to the back of the hangar so you can climb up.

Follow these steps in GoodBlox Studio to create the Hangar:

– With the Workspace selected in the Explorer window, Select Insert > Object and select Model from the pop up window.

– Name this model Hangar in the Explorer window.

– Insert an object into Hangar of type IntValue, name it Regen.

– Insert an object of type Part into Hangar and name it Base1. This brick will be one of the low walls to support the plane.

 - Enlarge it, so it looks like a short small wall.
 - Change the Top Surface to "Smooth" so the plane will not stick to it.
 – In the properties for this part, click “Anchored” – so it won’t move.

– Copy and paste Base1 and rename the new brick Base2.

 – Drag this brick to be under the Hangar model.  
 – Move this brick to be next to Base1, remember to leave enough room for your plane to sit on top of these two walls.

Creating the Plane Model

In this section we will create the basic pieces that are needed to make a vehicle fly. Remember, the scripts will expect the critical 'engine' bricks to be named as shown in this tutorial. If you want to change a name, you will have to change the old name in the scripts to the new name.

– Inside Hangar, insert a Model and name it Plane.

– Inside Plane model, insert another model and name it BodyKit. BodyKit is where you can keep all the decorative pieces of the plane, without getting mixed up with the 'engine' pieces.

– Inside Plane model, insert another model and name it Parts. Parts is the model that will hold the pieces of the plane which makes it fly.

– Inside Plane, insert an object of type IntValue, name it PlaneCheck.

– Inside Plane, add another IntValue, name it Stunt.


Creating the Parts Model

For the following section, we will add all the critical pieces to the model called Parts:

- Inside Parts model, insert object CFrameValue and name it “OriginCFrame”.

 - Add about 30 of them, all named the same.

– Inside Parts, insert object Seat.

 - Make sure the Front Surface of the Seat is facing towards the front of the plane.  You can change 
the type of the FrontSurface property to hinge, to make sure you know which is the FrontSurface,
and that it is indeed pointing forward. Return the property to smooth. - Change the property formFactor to plate - to make it thin like other seats. - Set the size to (2,0.4,2) - a small seat. A large seat could cause your plane not to fly. - Change the TopSurface to Weld - In our example, we made the seat Bright blue Brick Color.

– Inside Parts, insert object Part and name it Engine.

 - Make sure the Front Surface of the Engine is facing towards the front of the plane.
 - Change the size of the brick to 6, 1.2, 12.
 - In our example, we made the engine brick Bright red Brick Color.
 - Change the Top Surface to "Weld"

– Inside Parts, add a Part object and name it Gun1.

 - Change the Front Surface to “Hinge”.  Make sure it is facing forward.
 - Change the size so it is 3, 1.2, 1.
 - In our example, we made the guns Black Brick color.
 - Change the Back Surface to "Weld"

– Inside Parts, add a Part object and name it Gun2.

 - Change the Front Surface to “Hinge”.  Make sure it is facing forward.
 - Change the size so it is 3, 1.2, 1
 - In our example, we made the guns Black Brick color.
 - Change the Back Surface to "Weld"

– Inside Parts, add a Part object and name it Tip.

 - Make sure the Front surface is pointing forward
 - Change the size to 2, 1.2, 2
 - In our example, we made the tip Bright yellow Brick color.
 - Change the Back Surface to "Weld"

– Inside Engine, add an IntValue, and name it Count.

Putting the plane together

– Move the Seat on top of the Engine.

– Add the Tip to the front of the Engine.

– You can add more bricks to the sides of the Engine to make wings.

 - Make sure to place these additional bricks in the Parts model. 
 - Make sure the wings are welded to the engine, but don't have the bottom surface set to weld.

– Attach a gun to each wing – making sure the hinge points forward.

– Move this Plane model to the top of the Hangar.

– Make sure the airplane is not attached or welded to the base pieces.

- Save your work to a file.

- Test in Solo mode to make sure the plane hangs together in one piece!

Script to Regenerate the Plane Model

If the engine brick is touched, it will regenerate the plane.

- Inside Engine, add a Script. Add this code to the script:


model = script.Parent.Parent.Parent     -- Get the plane model - Engine.Parts.Plane
backup = model:clone()                  -- Copy the plane
local debounce = false

function onTouch(part)
	if (part.Name == "Safe") and (debounce == false) and (script.Parent.Count.Value == 0) then
		debounce = true
		wait(2)
		model = backup:clone()          -- Clone the copy of the plane
		model.Parent = game.Workspace   -- regens the plane?
		model:makeJoints()
		script.Parent.Count.Value = 1   
		debounce = false
	end
end 
script.Parent.Touched:connect(onTouch)  -- If the engine piece is touched

The Flying Script

- Inside Engine, insert an object BodyGyro.

- Inside Engine, insert an object BodyPosition.

- Inside StarterPack, insert object HopperBin – name it Plane.

- Inside Plane HopperBin (NOT the model called "Plane"), insert object Script, and name it PlaneFlyer. Add this code to the script:

bin=script.Parent
plane=nil
hold=false
local debounce = false
local planedebounce = false
local stuntdebounce = false
local controlling = false

function fire(pln,spn)
	local missile = bin.Rocket:clone()
	missile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)

	missile.RocketScript.Disabled = false
	missile.Parent = game.Workspace

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = game.Players.LocalPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile

	missile.Owner.Value = pln
end

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 findPlane(player)
	local list = player.Character:GetChildren()
	for x = 1, #list do
		if (list[x].Name == "Plane") 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 = findPlane(script.Parent.Parent.Parent)
	if vehicle ~= nil and debounce == false and planedebounce == 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:findFirstChild("FlyScript") ~= nil then
		move(target, engine)
		end
		if planedebounce == 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 = findPlane(script.Parent.Parent.Parent)
		if (vehicle==nil) then return end
		plane = vehicle.Parts
		local engine = vehicle.Parts.Engine
			if (key=="f") and (bin.Reload.Value == 0) then
				fire(vehicle,plane.Gun1)
				fire(vehicle,plane.Gun2)
				bin.Reload.Value = 1
				wait(1)
				bin.Reload.Value = 0
			end
			if (key=="x") and planedebounce == false then
				local power = plane.Engine:findFirstChild("FlyScript")
				if (power ~= nil) then
				power:remove()
				end
			end
			if (key=="y") then
				local power = plane.Engine:findFirstChild("FlyScript")
				if (power ~= nil) then return end
				local fly = script.FlyScript:clone()
				fly.Disabled = false
				fly.Parent = plane.Engine
			end
			if (key=="k") and planedebounce == false then
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
			end
			if (key=="h") and planedebounce == false then
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
			return end
			if (key=="j") and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local position = engine.CFrame * Vector3.new(0, 0.5, -4)
				local dir = position - engine.Position

				dir = computeDirection(dir)

				local spawnPos = engine.Position

				local pos = spawnPos + (dir * 8)

				body.cframe = CFrame.new(pos,  pos + dir)
				wait(.2)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key=="l") and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 0, 0)
				local frame = plane:FindFirstChild("OriginCFrame")
				if frame ~= nil then
					body.cframe = frame.Value
				end
				wait(0.1)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key=="u") and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local position = engine.CFrame * Vector3.new(0, -0.5, -4)
				local dir = position - engine.Position

				dir = computeDirection(dir)

				local spawnPos = engine.Position

				local pos = spawnPos + (dir * 8)

				body.cframe = CFrame.new(pos,  pos + dir)
				wait(.2)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key=="g") and planedebounce == false and stuntdebounce == false then
				planedebounce = true
				stuntdebounce = true
				plane.Parent.Stunt.Value = 1
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local currentframe = plane.Engine.CFrame

				for i = 1,6 do
				body.cframe = plane.Engine.CFrame * CFrame.fromEulerAnglesXYZ(0, 0, 30)
				wait(.2)
				end

				body.cframe = currentframe
				wait(.6)

				body.maxTorque = Vector3.new(0, 0, 0)
				planedebounce = false
				plane.Parent.Stunt.Value = 0
				wait(3)
				stuntdebounce = false
			end
			if (key=="t") and planedebounce == false and stuntdebounce == false then
				planedebounce = true
				stuntdebounce = true
				plane.Parent.Stunt.Value = 1
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local currentframe = plane.Engine.CFrame
				local valy = 30
				local valz = 30

				for i = 1,8 do
				body.cframe = currentframe * CFrame.fromEulerAnglesXYZ(0, valy, valz)
				valy = valy +50
				valz = valz +100
				wait(.1)
				end

				body.cframe = currentframe * CFrame.fromEulerAnglesXYZ(0, 600, 0)

				wait(.5)

				body.maxTorque = Vector3.new(0, 0, 0)
				planedebounce = false
				plane.Parent.Stunt.Value = 0
				wait(4)
				stuntdebounce = false
			end
	end
end

bin.Selected:connect(onSelected)

- Inside PlaneFlyer, insert object Script, and name it FlyScript. Make this script Disabled. (The PlaneFlyer script will activate it when needed.)

 Add this code to it:
local engine = script.Parent.Parent.Engine
local spd = 3
local position = engine.Position

while true do
	wait(.1)
	direction = engine.CFrame.lookVector 
	position = position + spd*3*direction
	error = position - engine.Position
	engine.Velocity = spd*error
	engine.RotVelocity = Vector3.new(0, 0, 0)
end 

Adding Guns

This section describes what you need to do to add fire power to your plane.

- Inside Plane HopperBin, insert IntValue, and name it Reload

- Inside Plane HopperBin, insert object Part, and name it Rocket

  - Change the shape and size of this brick to the look you want for your bullets
  - For example, make it size 1x1
  - Change brick color to Bright red
  - Change Shape to Ball

- Inside Rocket, insert object Sound, name it Explosion

  - Add this to SoundID property:  rbxasset://sounds\collide.wav

- Inside Rocket, insert object Sound, name it Swoosh

  - Add this to SoundID property:  rbxasset://sounds\Rocket whoosh 01.wav

- Inside Rocket, insert ObjectValue, name it Owner

- Inside Rocket, insert script, name it RocketScript. Make this script Disabled. The PlaneFlyer script will activate it when the player gets on the plane. Add this code to the script:

r = game:service("RunService")

shaft = script.Parent
position = shaft.Position

function fly()
	direction = shaft.CFrame.lookVector 
	position = position + 35*direction
	error = position - shaft.Position
	shaft.Velocity = 5*error
end

function blow()
	swoosh:stop()
	explosion = Instance.new("Explosion")
	explosion.Position = shaft.Position
	explosion.BlastRadius = 10

	-- find instigator tag
	local creator = script.Parent:findFirstChild("creator")
	if creator ~= nil then
		explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
	end

	explosion.Parent = game.Workspace
	connection:disconnect()
	wait(.1)
	shaft:remove()
end

function onTouch(hit)
	if hit.Name == "Building" or
	hit.Name == "Safe" then
		swoosh:stop()
		shaft:remove()
	return end

	local parent = hit.Parent.Parent
	local owner = shaft.Owner
	if owner ~= nil then
		if parent ~= nil and owner.Value ~= nil then
			if parent ~= owner.Value then
				local stunt = parent:FindFirstChild("Stunt")
				if stunt ~= nil then
					if stunt.Value ~= 1 then
						blow()
					end
				else
					blow()
				end
			end
		end
	end
end

function onPlayerBlownUp(part, distance, creator)
	if part.Name == "Head" then
		local humanoid = part.Parent:findFirstChild("Humanoid")
		tagHumanoid(humanoid, creator)
	end
end

function tagHumanoid(humanoid, creator)
	if creator ~= nil then
		local new_tag = creator:clone()
		new_tag.Parent = humanoid
	end
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 4.0 - s
connection = shaft.Touched:connect(onTouch)

while t < d do
	fly()
	t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()

Making the Plane Explode on Impact

This script inside of the Plane model will cause the plane to explode when the Tip brick is touched.

– Inside Plane model, insert a Script object. Add this code into that script:


local boom = false

function createExplosion(position)

	explosion = Instance.new("Explosion")
	explosion.Position = position
	explosion.BlastRadius = 12
	explosion.Parent = game.Workspace

end

function onTouch(part)

	if boom == true then 
		return 
	end

	if (part.Name == "Rocket") or (part.Name == "Safe") or 
		(part.Parent.Parent.Parent == script.Parent) or 
		(part.Parent:findFirstChild("Humanoid")) then 

		return 

	end

	if (script.Parent.Parts.Tip.Velocity.x > 50) or 
		(script.Parent.Parts.Tip.Velocity.x < -50) or 
		(script.Parent.Parts.Tip.Velocity.z > 50) or 
		(script.Parent.Parts.Tip.Velocity.z < -50) then

		boom = true
		createExplosion(script.Parent.Parts.Engine.Position)
		script.Parent:BreakJoints()
		local stuff = script.Parent:children()
		for i=1,#stuff do
			if stuff[i].Name == "BodyKit" or
			stuff[i].Name == "Parts" then
			local parts = stuff[i]:children()
				for p = 1, #parts do
					if parts[p].className == "Part" then
						local velo = Instance.new("BodyVelocity")
						velo.maxForce = Vector3.new(9.9e+036, 9.9e+036, 9.9e+036)
						velo.velocity = Vector3.new(math.random(-15,15),
											math.random(-15,15),
											math.random(-15,15))
						velo.Parent = parts[p]
					end
				end
			end
		end
		wait(4)
		script.Parent:remove()
	end
end

script.Parent.Parts.Tip.Touched:connect(onTouch) 

Regenerating the Plane

This section will add the scripts which will regenerate the plane after one flies off the hangar.

Inside Parts model, insert a Script. This script checks to see if the plane is away from the hangar, and changes the regen value. Add this code to that script:

 
position = script.Parent.Engine.Position
local object = Instance.new("ObjectValue")
object.Value = script.Parent.Parent.Parent -- Hangar model

seat = script.Parent.Seat

function onChildAdded(part)
	if part.className == "Weld" then
		local torso = part.Part1
		if torso ~= nil then
			local parent = torso.Parent
			if parent ~= nil then
				script.Parent.Parent.Parent = parent
				while true do
					wait(2)
					local pos = script.Parent.Engine.Position
					if (position - pos).magnitude > 30 then
						if object.Value ~= nil then
							object.Value.Regen.Value = 1
							wait(.5)
							object.Value.Regen.Value = 0
							object.Value = nil
						end
					        break 
                                        end
				end
				while true do
					print("Loop")
					wait(2)
					if part == nil then
						script.Parent.Parent.Parent = game.Workspace
						script.Parent.Parent:MakeJoints()
					break end
				end
			end
		end
	end
end
seat.ChildAdded:connect(onChildAdded)

– Insert a Script object into Hangar model. This script actually creates the new plane when the Regen value changes. Add this code to the script:


system = script.Parent     -- gets the Hangar model
model = system.Plane       -- gets the Plane model
backup = model:Clone()     -- creates a copy of the Plane model
regen = system.Regen       -- Saves the integer value stored in the Hangar's Regen variable

function checkRegen()
	if regen.Value == 1 then          -- Hmmm...
		model = backup:Clone()    -- copies the copy of the plane
		model.Parent = system     -- adds the plane to the hangar
		model:MakeJoints()        -- ensures the bricks of the plane stick together (right?)
	end
end

regen.Changed:connect(checkRegen)         -- When a plane is created, the regen value changes 
                                          -- from nil to a value - triggering this call.

Tips

  • Do not make your plane too big - or it will just wiggle on the hangar and will not fly. This is because it gets too heavy for the Engine to carry. Either make the plane smaller or add additional Engine parts.
  • If you want your plane to look nicer, try making all visible surfaces Smooth.
  • Do not place the tip at the bottom or near the bottom of the plane - or it will blow up whenever it lands. The tip is designed as a fail-safe to keep you from getting stuck to a wall during a crash.

Airplane platforms and Hangars

Here are some samples of more advanced hangars:

Additional Options

Bullet Distance

	missile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)

In the PlaneFlyer script, you can change the -35 to another number. This will make the bullet appear a different distance from the plane when you fire. You can also change the 0s to offset the bullet from the gun it comes out of. Do not change the -35 to a number too close to (or above) 0, or the plane will run into the bullets and die.

Renaming the Plane Model

function findPlane(player)
	local list = player.Character:GetChildren()
	for x = 1, #list do
		if (list[x].Name == "Plane") 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

This part of the PlaneFlyer script will find the plane you are controlling when you do something in the plane. If you renamed your plane model, change the word "Plane" on the following line to what you named your model. This is in the PlaneFlyer script.

		if (list[x].Name == "Plane") then

Multiple Guns

If your plane has more than 2 guns, change the PlaneFlyer script as follows:

Copy the fire function so that you have as many as you have guns on your plane. For example, my plane has -six- guns, so I will do this:

			if (key=="f") and (bin.Reload.Value == 0) then
				fire(vehicle,plane.Gun1)
				fire(vehicle,plane.Gun2)
				fire(vehicle,plane.Gun3)
				fire(vehicle,plane.Gun4)
				fire(vehicle,plane.Gun5)
				fire(vehicle,plane.Gun6)
				bin.Reload.Value = 1
				wait(1)
				bin.Reload.Value = 0
			end

Note the six lines in the script corresponding to the six guns.

You can also change the wait(1) to another number if you want to be able to fire more rapidly, or more slowly (a wait of 0.5 means you can fire every half second, a wait of 2 means every 2 seconds)

And now for the stunt script sections. On both, the last line (before the end) is stuntdebounce = false. Before that line is a wait line. You can change this number if you want the plane to be able to do tricks more or less frequently. If you don't want your plane to have stunts, delete these lines. You can make the stunts operate more quickly or more slowly by changing the other waits (good if you have a big plane that turns slowly, and at the default speed will not complete the stunt properly).

Speed of the plane

In the FlyScript, you can change the line local spd = 3. You can change 3 to another number to make the plane fly faster or more slowly. A speed of 1.5 is half as fast as 3. If you don't know what to put, you can leave it at 3.


Reference page for Airplane Scripts

The following links will show you the specific scripts for the different features of an airplane.

This script goes in the plane itself, and makes your plane explode when it hits something. If you want you can change the blast radius.


This script goes in the plane's Parts and makes your plane regenerate when it leaves the hangar and is going at a certain speed.

Do not delete this script. It also makes it so you can control the plane when you sit down.


This script goes in the engine. This makes the plane regenerate when its Engine touches an object named Safe. This is usually a glass wall that does not collide and is placed in front of the plane hangars and deletes rockets that touch it.

If you are using the Safe objects to prevent hangar killings, use this script. Otherwise you should delete this. If you do not want autoregenerate, delete this script. (Useful if you have a really powerful plane that you want available only once every so often).


Go to the script in the platforms that your plane will be on:

system = script.Parent
model = system.Plane
backup = model:Clone()
regen = system.Regen

function checkRegen()
	if regen.Value == 1 then
		model = backup:Clone()
		model.Parent = system
		model:MakeJoints()
	end
end
regen.Changed:connect(checkRegen)

Delete this script if you are using the Safe blocks to prevent hangar killings, or if you do not want auto regenerate. Otherwise use it. Do the same for the script in the other station (it is exactly the same).

In the line model = system.Plane. change "Plane" to the name of your plane.

Optional Features

See Main Article: How to Make a Plane/Optional Features

Now that the basics of your plane are over, if you're one of those people that want your plane to bomb, cloak itself, and do other awesome things see the Optional Features Page.

You can add the following features:

Troubleshooting/FAQ

When I step onto the seat, he sticks on it but stays standing up for some reason. How do I fix this?

  • A part of your plane is anchored, or joined to something it shouldn't be. Check that no parts of your plane are anchored, and that no parts are joined to anything not part of the plane (i.e., the ground, the plane platform, etc.)

My plane won't work!

  • Follow the instructions carefully.
  • Check spelling and case-sensitivity.
  • Make sure no bricks are anchored on your plane.
  • Check the scripts and the tool.
  • Check the plane, its parts and scripts against a working model.
  • Verify the RocketScript and FlyScript are disabled.
  • Make sure the Engine brick is big enough, or the plane small enough.
  • Verify that the seat size is (2,0.4,2) - a larger seat has caused some planes not to fly.

See Also