Testizer

Drive Cars Down A Hill Script [updated] Jun 2026

Place this script inside a VehicleSeat or a part that acts as the car’s main chassis.

ELIAS (20s) grips the wheel. His knuckles are white. He doesn’t look at the speedometer; he looks at the next hairpin turn. The engine WHINES as he downshifts. EXT. MOUNTAIN PASS - CONTINUOUS The cars drop.

Handles the spawning logic, clones the vehicle from storage, and assigns ownership.

float AHillVehicle::GetSlopeAngle() const drive cars down a hill script

The vehicle exceeds its intended top speed because gravity overpowers standard engine braking.

-- Downhill physics loop game:GetService("RunService").Heartbeat:Connect(function(deltaTime) local slopeAngle = getSlopeAngle(car) -- custom function (see below) local gravityPull = math.sin(slopeAngle) * 50 -- adjust factor

Safe downhill driving requires managing speed through engine braking—shifting into lower gears—to prevent brake fade and overheating, as advised by Kwik Fit and Revv . Techniques include using lower gears ('L', '2', '3', or 'B' in automatics) and employing "snubbing" (brief, firm braking) rather than continuous pressure, while maintaining increased stopping distances. For more detailed technical advice on specific vehicle models, you can refer to safety blogs from manufacturers like Honda . Hill Driving Tips for a Safe & Scenic Road Trip - Revv Place this script inside a VehicleSeat or a

A car driving down a hill isn’t just falling – it needs to stay grounded, rotate with the slope, and accelerate due to gravity and optional throttle input. The script should:

-- When crossing finish line local finishLine = script.Parent finishLine.Touched:Connect(function(hit) local car = hit.Parent if car and car:FindFirstChild("VehicleSeat") then local player = game.Players:GetPlayerFromCharacter(car.VehicleSeat.Occupant.Parent) if player then local time = tick() - raceStartTime if time < player.leaderstats.FastestTime.Value or player.leaderstats.FastestTime.Value == 0 then player.leaderstats.FastestTime.Value = time end end end end)

bodyVelocity.MaxForce = Vector3.new(100000, 0, 100000) bodyVelocity.Velocity = Vector3.new(0, 0, 0) bodyVelocity.Parent = car He doesn’t look at the speedometer; he looks

RaycastHit hit; if (Physics.Raycast(transform.position + Vector3.up * 0.5f, Vector3.down, out hit, 2f))

if seat then -- 3. Get the car model (usually the parent of the VehicleSeat) local car = seat.Parent

Standard Roblox physics can sometimes cause cars to fly off the hill completely due to high velocity or sudden bumps. To keep the gameplay fun and chaotic yet drivable, apply these configuration tweaks: Downward Force Script (Optional)

Second, to let the engine braking take effect. You will feel the car settle into a controlled speed. Finally, pulse the brakes only when necessary. Apply firm, steady pressure to reduce speed by 5-10 mph, then release completely to let the brakes cool. This “brake-pulse” technique ensures that you always have stopping power in reserve for the sharp turn at the bottom.

The PhysicalProperties of both the car wheels and the road surface must be optimized. Increase the Friction on wheels in the MaterialService to prevent sliding down the slope. B. Suspension Tuning

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