RoboCatz.com

Roblox Electric Scooter

What is Vibe Coding?

Vibe Coding is a cool way to write programs with the help of AI (artificial intelligence). Imagine having a super-smart assistant by your side while coding! The AI can help you in different ways -- it might create an entire program for you, or just give you ideas and help with specific parts, depending on what you need.

To get started, you simply talk to the AI and explain what you want your program to do. The AI will then create a rough version of the program for you. After that, you can ask the AI questions, make suggestions, or request changes to add new features or fix things until the program is just the way you want it.

For this project, I'm just going to start asking AI to write the code to create an electric scooter.

I would like to create a scooter in Roblox. Can you help me with the coding?

Absolutely! Creating a scooter in Roblox will involve scripting with Lua, the language used in Roblox Studio. You'll need to design the model, script the movement, and add animations for a realistic effect.

Here's a basic Lua script to help you get started with controlling the scooter's movement:

Example:
local scooter = script.Parent
local speed = 50  -- Adjust speed as needed
local function onKeyPress(input, gameProcessed)
    if gameProcessed then return end
    
    if input.KeyCode == Enum.KeyCode.W then
        scooter.PrimaryPart.Velocity = Vector3.new(0, 0, -speed)
    elseif input.KeyCode == Enum.KeyCode.S then
        scooter.PrimaryPart.Velocity = Vector3.new(0, 0, speed)
    elseif input.KeyCode == Enum.KeyCode.A then
        scooter.PrimaryPart.Velocity = Vector3.new(-speed, 0, 0)
    elseif input.KeyCode == Enum.KeyCode.D then
        scooter.PrimaryPart.Velocity = Vector3.new(speed, 0, 0)
    end
end

game:GetService("UserInputService").InputBegan:Connect(onKeyPress)
This script listens for W, A, S, D key presses and moves the scooter accordingly. To make it more interactive, you can add animations and physics constraints to improve the realism. You'll also need to build the actual scooter model in Roblox Studio and set its PrimaryPart for movement.

Would you like guidance on attaching animations or making the scooter ridable? Let's refine it together!

That looks like a good start. Can you help build the scooter using coding? I would need two small wheels (about .3 Roblox units in diameter) and a small base to stand on (about 1.5 Roblox units in length) and a handle bar made in the shape of a 'T' that is about 2 Roblox units in height and .5 Roblox units for the horizontal bar.

Great, let's build your scooter using Lua in Roblox Studio! We'll use Parts to create the wheels, base, and handlebar, then structure them together. Here's a basic script to generate the model:

Example:
local scooter = Instance.new("Model")
scooter.Name = "Scooter"
scooter.Parent = workspace

-- Function to create parts
local function createPart(size, position, color)
    local part = Instance.new("Part")
    part.Size = size
    part.Position = position
    part.Color = color
    part.Anchored = true  -- Change to false for movement
    part.Parent = scooter
    return part
end

-- Wheels
local wheel1 = createPart(Vector3.new(0.3, 0.3, 0.3), Vector3.new(0, 0.15, -0.75), Color3.fromRGB(0, 0, 0))
local wheel2 = createPart(Vector3.new(0.3, 0.3, 0.3), Vector3.new(0, 0.15, 0.75), Color3.fromRGB(0, 0, 0))

-- Base
local base = createPart(Vector3.new(1.5, 0.2, 0.5), Vector3.new(0, 0.25, 0), Color3.fromRGB(125, 125, 125))

-- Handlebar vertical
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200))

-- Handlebar horizontal
local handlebarHorizontal = createPart(Vector3.new(0.5, 0.1, 0.1), Vector3.new(0, 2.25, 0), Color3.fromRGB(200, 200, 200))

print("Scooter created!")
Breakdown:
This creates a basic static scooter. To make it rideable, we would need welding, physics, and scripting controls. Would you like guidance on making it functional?

Yes. How do I connect the different parts together using coding?

To connect the parts of your scooter together, you'll need to use Welds or WeldConstraints in Roblox. These will ensure that all pieces stay attached and move as a single unit. Here’s how you can do it:

Using WeldConstraints (Recommended)
WeldConstraint is simpler and doesn't require scripting physics manually.

Example:
local function weldParts(part1, part2)
    local weld = Instance.new("WeldConstraint")
    weld.Part0 = part1
    weld.Part1 = part2
    weld.Parent = part1
end

-- Weld the scooter parts together
weldParts(wheel1, base)
weldParts(wheel2, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
What this does:

  1. Attaches each part to the base.
  2. Keeps everything connected while moving.
  3. Makes the scooter function as a single unit when manipulated in-game.

Would you like guidance on making it rideable and functional with player interaction?

How would the payer mount the scooter to begin using it?

How Players Mount the Scooter
You'll need to:

  1. Create a Seat for the player to attach to.
  2. Detect when the player touches the scooter and set them as the rider.
  3. Control movement after mounting.

Step 1: Add a Seat to the Scooter
Roblox provides Seat objects, which automatically attach players when they sit.

Example:
local seat = Instance.new("Seat")
seat.Size = Vector3.new(1.5, 0.4, 0.5) -- Match base size
seat.Position = base.Position + Vector3.new(0, 0.3, 0) -- Slightly above base
seat. Parent = scooter

Why? This lets players "sit" on the scooter automatically when they touch it. Step 2: Detect When Player Mounts We listen for when a player touches the seat and attach them.
Example:
seat.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        humanoid.Sit = true  -- Makes the player sit on the scooter
        print(character.Name .. " is now riding the scooter!")
    end
end)

Step 3: Move the Scooter After Mounting
Once the player sits, you can start the Tween animation or enable user controls.

For auto-movement, modify our previous Tween script:

Example:
local goal = { Position = base.Position + Vector3.new(10, 0, 0) }
local tween = TweenService:Create(base, tweenInfo, goal)

seat.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        humanoid. Sit = true
        printcharacter.Name .. " mounted the scooter!")
        tween:Play() -- Start movement
    end
end)

What Happens Now?
When a player touches the scooter’s Seat, they automatically sit.
The Tween animation starts, making the scooter move forward.
You could also allow manual control instead of auto-movement (WASD or button presses).

Would you like to add manual controls, so the player can steer it freely?

If I wanted to use a standing scooter, is there a way for the player to stand on the scooter to activate it?

Yes! If you want the player to stand on the scooter to activate it, you can use a TriggerPart instead of a Seat. This way, when the player steps on the scooter’s base, it will start moving.

Steps to Implement Standing Activation
Create a TriggerPart (a transparent block on the scooter's base).

Detect when a player steps onto it.

Activate movement when the player stands on it.

Step 1: Add a TriggerPart
This part will be invisible but detect when the player steps on it.

Example:
local triggerPart = Instance.new("Part")
triggerPart.Size = Vector3.new(1.5, 0.2, 0.5) -- Match base size
triggerPart.Position = base.Position + Vector3.new(0, 0.2, 0) -- Just above base
triggerPart.Transparency = 1 -- Make it invisible
triggerPart.CanCollide = false -- Players can walk through it
triggerPart.Parent = scooter

Step 2: Detect Player Standing on Scooter
We listen for a touch event and confirm the player has a Humanoid (i.e., it's a real character).

Example:
triggerPart.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        print(character.Name .. " is standing on the scooter!")
        startScooterMovement() -- Call function to move scooter
    end
end)

Step 3: Move the Scooter After Activation
Now, let's start the Tween movement when the player stands on the scooter.

Example:
local function startScooterMovement()
    local goal = { Position = base.Position + Vector3.new(10, 0, 0) }
    local tween = TweenService:Create(base, tweenInfo, goal)
    tween:Play()
end

Final Result
The player steps onto the scooter, triggering movement.

No need for sitting--just stand and go!

You can later add steering or make it responsive to player input.

Would you like to add manual controls, so players can steer instead of automatic movement?

Yes. How would I add manual controls to this scooter?
Great! To enable manual controls for your standing scooter, we'll need to:

  1. Detect player input (W, A, S, D)
  2. Move the scooter based on player actions
  3. Ensure smooth movement with TweenService or VectorForce

Step 1: Detect Player Input
Roblox has an InputService that lets us detect key presses. We'll listen for movement keys (WASD) and store the direction.

Example:
local UserInputService = game:GetService("UserInputService")
local movementDirection = Vector3.new(0, 0, 0)

UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end -- Ignore UI interactions
    
    if input.KeyCode == Enum.KeyCode.W then
        movementDirection = Vector3.new(0, 0, -1)
    elseif input.KeyCode == Enum.KeyCode.S then
        movementDirection = Vector3.new(0, 0, 1)
    elseif input.KeyCode == Enum.KeyCode.A then
        movementDirection = Vector3.new(-1, 0, 0)
    elseif input.KeyCode == Enum.KeyCode.D then
        movementDirection = Vector3.new(1, 0, 0)
    end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    movementDirection = Vector3.new(0, 0, 0) -- Stop movement when key is released
end)
Step 2: Move the Scooter Dynamically
Now that we detect player input, let's apply movement using VectorForce (for physics-based movement) or CFrame (for simple teleporting).

Option 1: Using VectorForce (Realistic Sliding Effect)

Example:
local force = Instance.new("VectorForce")
force.Parent = base
force.Force = movementDirection * 500  -- Adjust speed
force.RelativeTo = Enum.ActuatorRelativeTo.World
Option 2: Using CFrame (Instant Movement)

Example:
game:GetService("RunService").Heartbeat:Connect(function()
    base.Position = base.Position + (movementDirection * 0.2)  -- Adjust speed
end)

Final Touch: Making Movement Feel Natural
Players step on the scooter to activate it
Holding WASD keys moves the scooter
Movement stops when keys are released

Would you like to add steering rotation, so the scooter tilts in the direction the player moves?

Yes. Let's add the tilting of the scooter when turning?

Awesome! To add tilting when turning, we need to modify the scooter's rotation dynamically as the player moves left or right.

Steps to Add Tilting:
Detect when the player presses A or D (left or right movement).

Adjust the scooter's CFrame rotation based on direction.

Smoothly tilt using TweenService for a natural effect.

Step 1: Adjust Rotation Based on Input
Modify the existing movement script to add rotation when the player turns.

Example:
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")

local movementDirection = Vector3.new(0, 0, 0)
local tiltAngle = 0  -- Default tilt

UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end

    if input.KeyCode == Enum.KeyCode.A then
        movementDirection = Vector3.new(-1, 0, 0)
        tiltAngle = math.rad(-15)  -- Tilt left
    elseif input.KeyCode == Enum.KeyCode.D then
        movementDirection = Vector3.new(1, 0, 0)
        tiltAngle = math.rad(15)  -- Tilt right
    end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    movementDirection = Vector3.new(0, 0, 0)
    tiltAngle = math.rad(0)  -- Reset tilt when key is released
end)

Step 2: Smoothly Tilt the Scooter
Now, let's use TweenService to animate the scooter's rotation.

Example:
local function tiltScooter()
    local tweenInfo = TweenInfo.new(
        0.2,  -- Duration (faster tilt looks better)
        Enum.EasingStyle.Sine,  -- Smooth transition
        Enum.EasingDirection.Out
    )

    local goal = { CFrame = base.CFrame * CFrame.Angles(0, 0, tiltAngle) }
    local tiltTween = TweenService:Create(base, tweenInfo, goal)
    tiltTween:Play()
end

Step 3: Apply Tilting When Moving
Call tiltScooter() inside the movement script to update the tilt dynamically.

Example:
game:GetService("RunService").Heartbeat:Connect(function()
    base.Position = base.Position + (movementDirection * 0.2)  -- Adjust speed
    tiltScooter()  -- Apply tilt while moving
end)

Final Result
Would you like to add acceleration or braking mechanics for a more realistic ride?

Ok. What will all this code look like in one Roblox Lua file?

Here's the full Roblox Lua script combining all the features we've discussed-manual controls, standing activation, movement, and tilt mechanics!

Complete Scooter Script

Example:
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

-- Create Scooter Model
local scooter = Instance.new("Model")
scooter.Name = "Scooter"
scooter.Parent = workspace

-- Function to create parts
local function createPart(size, position, color, name)
    local part = Instance.new("Part")
    part.Size = size
    part.Position = position
    part.Color = color
    part.Anchored = false -- Allow movement
    part.Name = name
    part.Parent = scooter
    return part
end

-- Create scooter parts
local base = createPart(Vector3.new(1.5, 0.2, 0.5), Vector3.new(0, 0.25, 0), Color3.fromRGB(125, 125, 125), "Base")
local wheel1 = createPart(Vector3.new(0.3, 0.3, 0.3), Vector3.new(0, 0.15, -0.75), Color3.fromRGB(0, 0, 0), "Wheel1")
local wheel2 = createPart(Vector3.new(0.3, 0.3, 0.3), Vector3.new(0, 0.15, 0.75), Color3.fromRGB(0, 0, 0), "Wheel2")
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarVertical")
local handlebarHorizontal = createPart(Vector3.new(0.5, 0.1, 0.1), Vector3.new(0, 2.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarHorizontal")

-- Invisible trigger for player standing detection
local triggerPart = createPart(Vector3.new(1.5, 0.2, 0.5), base.Position + Vector3.new(0, 0.2, 0), Color3.fromRGB(255, 255, 255), "TriggerPart")
triggerPart.Transparency = 1
triggerPart.CanCollide = false

-- Function to weld parts
local function weldParts(part1, part2)
    local weld = Instance.new("WeldConstraint")
    weld.Part0 = part1
    weld.Part1 = part2
    weld.Parent = part1
end

-- Attach parts together
weldParts(wheel1, base)
weldParts(wheel2, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
weldParts(triggerPart, base)

-- Movement Variables
local movementDirection = Vector3.new(0, 0, 0)
local tiltAngle = 0

-- Detect player stepping onto scooter
triggerPart.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        print(character.Name .. " is standing on the scooter!")
    end
end)

-- Handle Player Input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end

    if input.KeyCode == Enum.KeyCode.W then
        movementDirection = Vector3.new(0, 0, -0.2)
    elseif input.KeyCode == Enum.KeyCode.S then
        movementDirection = Vector3.new(0, 0, 0.2)
    elseif input.KeyCode == Enum.KeyCode.A then
        movementDirection = Vector3.new(-0.2, 0, 0)
        tiltAngle = math.rad(-15)
    elseif input.KeyCode == Enum.KeyCode.D then
        movementDirection = Vector3.new(0.2, 0, 0)
        tiltAngle = math.rad(15)
    end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    movementDirection = Vector3.new(0, 0, 0)
    tiltAngle = math.rad(0) -- Reset tilt
end)

-- Function to tilt scooter smoothly
local function tiltScooter()
    local tweenInfo = TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
    local goal = { CFrame = base.CFrame * CFrame.Angles(0, 0, tiltAngle) }
    local tiltTween = TweenService:Create(base, tweenInfo, goal)
    tiltTween:Play()
end

-- Continuously Move Scooter
RunService.Heartbeat:Connect(function()
    base.Position = base.Position + movementDirection
    tiltScooter() -- Apply tilting when moving
end)

print("Scooter created with manual controls and tilting!")
What This Script Does


This provides a functional and interactive scooter. Do you need help adding speed adjustments or braking mechanics?

In looking at the shape of the scooter, it seems as if the two wheels are side-by-side instead of one in front of the other. The handlebar also seems to be connected to the center of the base of the scooter. Can you re-arrange the wheels so that one wheel is at the front of the scooter and one wheel is at the back. The two wheels are "in-line". Also the handlebars are to be positioned above the front wheel.

Got it! Let's adjust the scooter layout to have inline wheels (one at the front and one at the back) and reposition the handlebar above the front wheel. Here's how we modify the script:

Changes Made:
Updated Scooter Script

Example:
-- Adjusted positions for inline wheels
local frontWheel = createPart(Vector3.new(0.3, 0.3, 0.3), base.Position + Vector3.new(0, 0.15, 0.75), Color3.fromRGB(0, 0, 0), "FrontWheel")
local backWheel = createPart(Vector3.new(0.3, 0.3, 0.3), base.Position + Vector3.new(0, 0.15, -0.75), Color3.fromRGB(0, 0, 0), "BackWheel")

-- Adjusted handlebar positioning to be above the front wheel
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), frontWheel.Position + Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarVertical")
local handlebarHorizontal = createPart(Vector3.new(0.5, 0.1, 0.1), handlebarVertical.Position + Vector3.new(0, 1, 0), Color3.fromRGB(200, 200, 200), "HandlebarHorizontal")

-- Weld parts together
weldParts(frontWheel, base)
weldParts(backWheel, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)

Results
Let me know if you'd like any further refinements!

Whenever I attempt to stand on the scooter, it seems to fling itself far away from me. What am I doing wrong?

Ah, the classic Roblox scooter launch--unintended but strangely amusing! This happens because the scooter isn't properly anchored, welded, or constrained, causing unexpected physics interactions when the player steps on it. Let's troubleshoot and fix it:

Potential Issues & Fixes

  1. Base Might Not Be Anchored Properly

    If the scooter base isn't welded correctly, stepping on it might cause it to react unpredictably. Fix: Try setting the base's Anchored property to true temporarily to see if the issue is caused by movement errors.

  2. Player Collisions Causing Forceful Reactions

    If the player collides with the scooter's parts, Roblox's physics system may try to resolve the overlap by pushing the scooter away. Fix: Set CanCollide = false for the scooter's parts except the base.

  3. TriggerPart Might Be Pushing the Scooter Away

    Since the scooter moves when a player steps on it, Roblox physics may apply excessive force unexpectedly. Fix: Instead of Touched, use HumanoidRootPart:GetPropertyChangedSignal("Position") to detect standing.

  4. Parts Need Proper Welding

    If parts aren't welded correctly, stepping on them applies unintended forces, making the scooter launch. Fix: Ensure WeldConstraint is properly connecting all parts.

Quick Fix Code Example
Modify the scooter base so it's anchored, then test welding constraints:

Example:
base.Anchored = true  -- Temporarily anchor to check for issues
base.CanCollide = true  -- Keep collisions for standing
triggerPart.CanCollide = false  -- Prevent unexpected physics reactions

If it stops launching away, remove anchoring and ensure WeldConstraints are properly added.

Final Refinements
Test standing without movement enabled, then add manual control.

If it flings away only when moving, tweak movement speed and force values.

Try these changes and let me know if the scooter is behaving itself now!

I set the base.Anchored to true and then the scooter does not move. Next, I set the base.CanCollide to true and the output panel shows the message "Player is standing on the scooter." But the scooter does not move. What do I need to do to get the scooter to move when the player is standing on it? It it just tyring to move the scooter using WASD?

Good debugging! Since setting base.Anchored = true stops the scooter from moving, we need to disable anchoring and ensure it's welded properly for controlled movement. Let's go step by step to get things working.

Fix: Ensuring the Scooter Moves

  1. Disable Anchored on the base

    The base must be free to move. Instead of anchoring, weld the parts together using WeldConstraint.

  2. Apply a movement force when the player stands

    The script should move the base when the player is detected standing on it.

  3. Ensure CanCollide is properly set

    The base should have CanCollide = true, but other parts (like the trigger) should not interfere with movement.

Updated Script: Move When Player Stands
Modify the Touched function to apply movement.

Example:
triggerPart.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        print(character.Name .. " is standing on the scooter!")
        
        -- Move the scooter forward
        local tweenInfo = TweenInfo.new(
            2,  -- Duration (seconds)
            Enum.EasingStyle.Linear, 
            Enum.EasingDirection.Out
        )

        local goal = { Position = base.Position + Vector3.new(10, 0, 0) }
        local tween = TweenService:Create(base, tweenInfo, goal)
        tween:Play()  -- Start movement
    end
end)

Adding Manual Controls (WASD)
Now that the scooter moves on standing, you can modify the script to allow player control.

Replace the automatic movement with WASD controls:

Example:
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end

    if input.KeyCode == Enum.KeyCode.W then
        base.Position = base.Position + Vector3.new(0, 0, -0.2) -- Move forward
    elseif input.KeyCode == Enum.KeyCode.S then
        base.Position = base.Position + Vector3.new(0, 0, 0.2) -- Move backward
    elseif input.KeyCode == Enum.KeyCode.A then
        base.Position = base.Position + Vector3.new(-0.2, 0, 0) -- Move left
    elseif input.KeyCode == Enum.KeyCode.D then
        base.Position = base.Position + Vector3.new(0.2, 0, 0) -- Move right
    end
end)
Final Checks


Try this out, and let me know if the scooter is rolling smoothly now!

I think the parts are not welded together just right. When I step on the scooter, the base moves in one direction and the wheels and handlebars seem to stay together moving in a different direction. How can I check that the base, wheels, and handlebars are all welded together properly?

It sounds like some parts of your scooter aren't welded correctly, causing them to move separately instead of as one unit. Let's troubleshoot and fix this!

How to Check If Parts Are Welded Properly

  1. Manually Inspect in Roblox Studio

    • Open Explorer (View -> Explorer).
    • Expand the scooter model.
    • Click on each part to see if there's a WeldConstraint properly connecting it to the base.

  2. Check for Missing Welds Using a Script

Run this simple diagnostic script in Command Bar (View -> Command Line):

Example:
for _, part in pairs(scooter:GetChildren()) do
    if not part:FindFirstChildOfClass("WeldConstraint") then
        print(part.Name .. " is missing a weld!")
    end
end
If it prints missing welds, you'll know which parts need fixing.

  1. Ensure Welds Reference the Correct Parts

    Double-check that each weld properly connects Part0 and Part1.

    Example for front wheel:

Example:
local weld = Instance.new("WeldConstraint")
weld.Part0 = frontWheel
weld.Part1 = base
weld.Parent = frontWheel
    If Part0 or Part1 are incorrectly assigned, the scooter won't move as one.

  1. Confirm That Parts Are Not Anchored

    Make sure only the base is unanchored while debugging.

    Try setting all parts Anchored = false, then test if they stay together.

  2. Test Moving the Base

    Run this quick test:

Example:
base.Position = base.Position + Vector3.new(5, 0, 0)
If the wheels and handlebars don't follow, they are NOT properly welded.

Fixing the Issue
Ensure every part has a WeldConstraint linking it to the base.

Double-check Part0 and Part1 assignments.

If parts still separate, try grouping the scooter into a Model and set PrimaryPart to the base.

Try these fixes and let me know if the scooter stays together now!

Is the following the correct combination of Welds?
weldParts(frontWheel, base)
weldParts(backWheel, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
weldParts(triggerPart, base)
You're on the right track! Your welds mostly look good, but let's double-check a couple of key points to ensure everything moves as one unit:

Reviewing Your Welds
Fixes & Improvements
Ensure Every Part Is Welded Correctly -> Run a diagnostic test:

Example:
for _, part in pairs(scooter:GetChildren()) do
    if not part:FindFirstChildOfClass("WeldConstraint") then
        print(part.Name .. " is missing a weld!")
    end
end
This will tell you if any part lacks a weld.

Confirm WeldConnection Properly References Parts -> Each weld should be parented to Part0:

Example:
local weld = Instance.new("WeldConstraint")
weld.Part0 = base
weld.Part1 = frontWheel
weld.Parent = base  -- Ensure weld belongs to Part0
What Happens Next?
Once everything is welded correctly:

Give it a test, and let me know if everything holds together now!

The scooter is staying together now. However, it does not let me stand on it. It keeps moving away whenever the Touched:Connect() is triggered. Can you help me re-write the Touched:Connect()?
Got it! The issue likely stems from the fact that Touched:Connect() is triggering movement instantly, causing the scooter to move before the player has a chance to stand. We can refine this by:
  1. Adding a delay before movement starts
  2. Ensuring the player's character is truly standing on the scooter
  3. Checking if movement should only happen when the player is firmly on the base

Updated Touched:Connect() Implementation
Instead of starting movement immediately, we'll first check if the player is standing before triggering movement.

Example:
local function onTouched(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        print(character.Name .. " stepped on the scooter!")

        -- Wait briefly to ensure they actually remain standing
        wait(0.5)  -- Small delay to stabilize physics

        -- Verify that player's HumanoidRootPart is still near scooter base
        local rootPart = character:FindFirstChild("HumanoidRootPart")
        if rootPart and (rootPart.Position - base.Position).Magnitude < 2 then
            print(character.Name .. " is standing! Starting movement...")

            -- Move the scooter forward smoothly
            local tweenInfo = TweenInfo.new(
                2,  -- Duration
                Enum.EasingStyle.Linear,
                Enum.EasingDirection.Out
            )

            local goal = { Position = base.Position + Vector3.new(10, 0, 0) }
            local tween = TweenService:Create(base, tweenInfo, goal)
            tween:Play()
        else
            print("Player was not fully standing. No movement triggered.")
        end
    end
end

triggerPart.Touched:Connect(onTouched)

How This Fix Works

Try this, and let me know if the scooter behaves properly now!

I am getting the message: "Player was not fully standing. No movement triggered." What changes can I make to ensure the player is able to fully stand on the scooter? Is it the size of the scooter that is the problem?

Good observation! The issue could be caused by a few things, including the size of the scooter, the trigger placement, or how Roblox is detecting the player's position. Let's troubleshoot step by step:

Possible Causes & Fixes

  1. Scooter Size Might Be Too Small for the Player to Stand on Properly

    If the scooter is narrow or too low, the player's HumanoidRootPart might not be correctly positioned.

    Fix: Try increasing the base size slightly:

    base.Size = Vector3.new(2, 0.2, 0.7) -- Slightly wider and longer

    This helps ensure the player has enough space to stand.

  2. TriggerPart Might Be Misaligned

    If the triggerPart is too low or too small, the detection won't register the player properly.

    Fix: Adjust the trigger height to better match the player's feet:

    triggerPart.Position = base.Position + Vector3.new(0, 0.4, 0) -- Raise it slightly
    triggerPart.Size = Vector3.new(2, 0.1, 0.7) -- Match base dimensions

    This ensures the player touches it properly while standing.

  3. HumanoidRootPart Might Be Misaligned in the Check

    The Magnitude check might not be registering correctly if the player is slightly offset.

    Fix: Increase the acceptable distance slightly:

    if rootPart and (rootPart.Position - base.Position).Magnitude < 3 then

    This allows some flexibility in detecting the player's position.

Final Steps
-Widen the base for better player standing.
-Adjust the trigger position to detect properly.
-Increase distance check to ensure proper activation.

Try these adjustments and let me know if your scooter is finally cooperating!

Ok. It seems to be working a little. However, whenever I press the WASD keys the player just walks off of the scooter. How can I get the player to become attached to the scooter so that the WASD then moves the scooter and not just the player?

Great observation! Right now, pressing WASD moves only the player, because the player isn't truly attached to the scooter. To fix this, we need to lock the player's movement to the scooter so that movement controls affect the scooter instead of the character.

Fix: Attach Player to the Scooter
Here's how we do it:
  1. Disable player's walking controls so they can't walk off.
  2. Use a SeatWeld to attach them to the scooter when they stand on it.
  3. Make WASD move the scooter instead of moving the player.

Step 1: Attach Player to Scooter Using a SeatWeld
Roblox automatically locks players to Seat objects, but since we're using a standing scooter, we need to manually weld the player to the base.

-Modify the Touched function
Instead of just detecting the player stepping onto the scooter, we now attach their HumanoidRootPart to the scooter.

Example:
local function attachPlayerToScooter(character)
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if rootPart then
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base  -- Attach to scooter base
        weld.Part1 = rootPart  -- Attach player to scooter
        weld.Parent = base

        print(character.Name .. " is now attached to the scooter!")
    end
end

triggerPart.Touched:Connect(function(hit)
    local character = hit.Parent
    local humanoid = character and character:FindFirstChild("Humanoid")

    if humanoid then
        print(character.Name .. " stepped on the scooter!")

        wait(0.5) -- Allow time to stabilize
        attachPlayerToScooter(character) -- Attach player

        -- Start movement after attaching
        local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
        local goal = { Position = base.Position + Vector3.new(10, 0, 0) }
        local tween = TweenService:Create(base, tweenInfo, goal)
        tween:Play()
    end
end)
Step 2: Make WASD Move Scooter Instead of Player
Now that the player is welded to the scooter, WASD should move the scooter itself instead of the player.

Modify the manual movement controls:

Example:
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end

    if input.KeyCode == Enum.KeyCode.W then
        base.Position = base.Position + Vector3.new(0, 0, -0.2) -- Move forward
    elseif input.KeyCode == Enum.KeyCode.S then
        base.Position = base.Position + Vector3.new(0, 0, 0.2) -- Move backward
    elseif input.KeyCode == Enum.KeyCode.A then
        base.Position = base.Position + Vector3.new(-0.2, 0, 0) -- Move left
    elseif input.KeyCode == Enum.KeyCode.D then
        base.Position = base.Position + Vector3.new(0.2, 0, 0) -- Move right
    end
end)
Final Fixes
-Player is welded to the scooter when stepping on it.
-Player can't walk off-they move with the scooter.
-WASD controls move the scooter instead of the player.

Try this out, and let me know if your scooter is working perfectly now!

The player and the scooter do seem to be welded. However, the player's feet still seem to be moving.
Nice work getting the welding right! Now, let's make sure the player's feet stop moving while they’re attached to the scooter.

Why is the Player Still Animating?
Even though they're welded to the scooter, the default walking animations are still playing. Roblox doesn't automatically recognize that they should be stationary, so we need to override the animation state.

Fix: Disable Player's Walking Animation
  1. Detect When the Player Mounts the Scooter
  2. Override Their Animation to Keep Them Still
  3. Restore Animation When They Leave the Scooter

Updated Code to Stop Foot Movement
Modify the attachPlayerToScooter() function to override the walking animations.

Example:
local function attachPlayerToScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    
    if humanoid then
        -- Create Weld to Attach Player to Scooter
        local rootPart = character:FindFirstChild("HumanoidRootPart")
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base
        weld.Part1 = rootPart
        weld.Parent = base
        
        -- Stop Walking Animations
        local animator = humanoid:FindFirstChild("Animator")
        if animator then
            for _, track in pairs(animator:GetPlayingAnimationTracks()) do
                track:Stop()
            end
        end
        
        print(character.Name .. " is now attached to the scooter and standing still!")
    end
end
What This Fix Does
Try this out, and let me know if the scooter ride is looking more realistic now!

Still having trouble getting the animation to stop the walking. I have added a few debug statements to the following:

-- Stop Walking Animations
local animator = humanoid:FindFirstChild("Animator")
if animator then print("Found the animator")
for _, track in pairs(animator:GetPlayingAnimationTracks()) do
track: Stop()
print("Trying to stop animation of walking")
end
end

I am able to see the first print(), but not the second one.
Is there an alternative to GetPlayingAnimationTracks()?
Good debugging!
Since you're seeing "Found the animator" but not "Trying to stop animation of walking", it suggests that GetPlayingAnimationTracks() might not be returning any active animations. Here are a few alternatives to stopping movement animations:

Alternative Methods to Stop Walking Animations

Example:
humanoid:SetStateEnabled(Enum.HumanoidStateType.Running, false)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Walking, false)
Why This Works?

This prevents the character from entering the walking or running states, effectively stopping the animation before it even starts.

Example:
local animateScript = humanoid.Parent:FindFirstChild("Animate")
if animateScript then
    local walkAnimation = animateScript:FindFirstChild("walk")
    if walkAnimation then
        walkAnimation.AnimationId = ""  -- Remove walking animation
    end
end
Why This Works?

Roblox loads animations dynamically from the Animate script. Removing the animation ID stops it from playing.

Example:
rootPart.Anchored = true  -- Prevent player movement
Why This Works?

This physically stops movement, ensuring the character stays locked in place.

Next Steps
Try Method 1 first (SetStateEnabled()). If it doesn't work, Method 2 should forcefully override the walk animation. Method 3 should be a last resort if the player still moves unexpectedly.

Let me know if the walking animation finally stops!

Note to Viewer
Below is the latest version of the code incorporating many of the changes suggested by the AI.
Example:
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

-- Create Scooter Model
local scooter = Instance.new("Model")
scooter.Name = "Scooter"
scooter.Parent = workspace

-- Function to create parts
local function createPart(size, position, color, name)
	local part = Instance.new("Part")
	part.Size = size
	part.Position = position
	part.Color = color
	part.Anchored = false -- Allow movement
	part.Name = name
	part.Parent = scooter
	return part
end

-- Create scooter parts
local base = createPart(Vector3.new(2, 0.1, 4), Vector3.new(0, 1, 0), Color3.fromRGB(255, 125, 125), "Base")
base.Material = Enum.Material.SmoothPlastic
-- Adjusted positions for inline wheels
local frontWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, 1.5), Color3.fromRGB(1, 0, 0), "FrontWheel")
local backWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, -1.5), Color3.fromRGB(1, 1, 0), "BackWheel")

-- Adjusted handlebar positioning to be above the front wheel
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), frontWheel.Position + Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarVertical")
local handlebarHorizontal = createPart(Vector3.new(1, 0.1, 0.1), handlebarVertical.Position + Vector3.new(0, 1, 0), Color3.fromRGB(200, 200, 200), "HandlebarHorizontal")

-- Invisible trigger for player standing detection
local triggerPart = createPart(Vector3.new(2, 0.2, 4), base.Position + Vector3.new(0, 0.2, 0), Color3.fromRGB(255, 255, 255), "TriggerPart")
triggerPart.Transparency = 1
triggerPart.CanCollide = false

-- Function to weld parts
local function weldParts(part1, part2)
	local weld = Instance.new("WeldConstraint")
	weld.Part0 = part1
	weld.Part1 = part2
	weld.Parent = part1
end

-- Attach parts together
--weldParts(wheel1, base)
--weldParts(wheel2, base)
--weldParts(base, handlebarVertical)
--weldParts(handlebarVertical, handlebarHorizontal)
--weldParts(triggerPart, base)

-- Weld parts together
weldParts(frontWheel, base)
weldParts(backWheel, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
weldParts(triggerPart, base)



for _, part in pairs(scooter:GetChildren()) do
	if not part:FindFirstChildOfClass("WeldConstraint") then
		print(part.Name .. " is missing a weld!")
	end
end


-- Movement Variables
local movementDirection = Vector3.new(0, 0, 0)
local tiltAngle = 0
local function attachPlayerToScooter(character)
	local humanoid = character:FindFirstChild("Humanoid")
	local rootPart = character:FindFirstChild("HumanoidRootPart")

	if humanoid then
		-- Move Player to Scooter's Center
		rootPart.Position = base.Position + Vector3.new(0, 3, 0) -- Adjust height if needed
		
		-- Align Player to Scooter's Facing Direction
		rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector)		
		
		-- Create Weld to Attach Player to Scooter
		local weld = Instance.new("WeldConstraint")
		weld.Part0 = base
		weld.Part1 = rootPart
		weld.Parent = base
		print("Humanoid found")
		
		--Disable the Animate script
		local animateScript = humanoid.Parent:FindFirstChild("Animate")
		if animateScript then
			animateScript.Disabled = true;
		end
				
		-- Stop Walking Animations
		local animator = humanoid:FindFirstChild("Animator")
		if animator then
			print("Found the animator")
			for _, track in pairs(animator:GetPlayingAnimationTracks()) do
				track:Stop()
				print("Trying to stop animation of walking")
			end
		end

		print(character.Name .. " is now attached to the scooter and standing still!")
	end
end

local function onTouched(hit)
	local character = hit.Parent
	local humanoid = character and character:FindFirstChild("Humanoid")

	if humanoid then
		print(character.Name .. " stepped on the scooter!")

		-- Wait briefly to ensure they actually remain standing
		wait(0.5)  -- Small delay to stabilize physics
		attachPlayerToScooter(character) -- Attach player

		-- Verify that player's HumanoidRootPart is still near scooter base
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		if rootPart and (rootPart.Position - base.Position).Magnitude < 5 then
			print(character.Name .. " is standing! Starting movement...")

			-- Move the scooter forward smoothly
			local tweenInfo = TweenInfo.new(
				2,  -- Duration
				Enum.EasingStyle.Linear,
				Enum.EasingDirection.Out
			)

			--local goal = { Position = base.Position + Vector3.new(0, 0, 10) }
			--local tween = TweenService:Create(base, tweenInfo, goal)
			--tween:Play()
		else
			print("Player was not fully standing. No movement triggered. Magnitude: " .. (rootPart.Position - base.Position).Magnitude)
		end
	end
end

triggerPart.Touched:Connect(onTouched)


-- Handle Player Input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if gameProcessed then return end

	if input.KeyCode == Enum.KeyCode.W then
		base.Position = base.Position + Vector3.new(0, 0, -0.2) -- Move forward
	elseif input.KeyCode == Enum.KeyCode.S then
		base.Position = base.Position + Vector3.new(0, 0, 0.2) -- Move backward
	elseif input.KeyCode == Enum.KeyCode.A then
		base.Position = base.Position + Vector3.new(-0.2, 0, 0) -- Move left
	elseif input.KeyCode == Enum.KeyCode.D then
		base.Position = base.Position + Vector3.new(0.2, 0, 0) -- Move right
	end
end)


UserInputService.InputEnded:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	movementDirection = Vector3.new(0, 0, 0)
	tiltAngle = math.rad(0) -- Reset tilt
end)

-- Function to tilt scooter smoothly
local function tiltScooter()
	local tweenInfo = TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
	local goal = { CFrame = base.CFrame * CFrame.Angles(0, 0, tiltAngle) }
	local tiltTween = TweenService:Create(base, tweenInfo, goal)
	tiltTween:Play()
end

--base.Anchored = true  -- Temporarily anchor to check for issues
--base.CanCollide = true  -- Keep collisions for standing
--triggerPart.CanCollide = false  -- Prevent unexpected physics reactions

-- Continuously Move Scooter
RunService.Heartbeat:Connect(function()
	base.Position = base.Position + movementDirection
	tiltScooter() -- Apply tilting when moving
end)

print("Scooter created with manual controls and tilting!")
Ok. I have the animation issue fixed. Now I would like the player to be centered on the scooter when the player first encounters it. How do I automatically center the player on this first touch?
To automatically center the player on the scooter when they first touch it, we need to adjust the player's position before welding them to the scooter. Right now, your script correctly detects touch, but we need to reposition the player's HumanoidRootPart onto the center of the scooter.

Fix: Adjust Player's Position Before Welding
Modify the attachPlayerToScooter() function to first move the player to the correct spot, then attach them.

Updated attachPlayerToScooter()

Example:
local function attachPlayerToScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        -- Move Player to Scooter's Center
        rootPart.Position = base.Position + Vector3.new(0, 2, 0) -- Adjust height if needed

        -- Weld Player to Scooter
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base
        weld.Part1 = rootPart
        weld.Parent = base

        -- Stop Walking Animation
        local animateScript = humanoid.Parent:FindFirstChild("Animate")
        if animateScript then
            animateScript.Disabled = true
        end

        local animator = humanoid:FindFirstChild("Animator")
        if animator then
            for _, track in pairs(animator:GetPlayingAnimationTracks()) do
                track:Stop()
            end
        end

        print(character.Name .. " is now centered and attached to the scooter!")
    end
end
What This Fix Does
Try it out, and let me know if the player is perfectly centered now!

What about the player's orientation, can I re-orient the player to match the scooter? Or vice versa?
Absolutely! You can align the player's orientation with the scooter or adjust the scooter's orientation to match the player. The best way to do this is using CFrame rotation, which controls an object's position and rotation in 3D space.

Method 1: Rotate the Player to Match the Scooter
If you want to align the player to face forward, use CFrame.LookAt() to point their HumanoidRootPart in the right direction.

-Modify attachPlayerToScooter() to Align Player Rotation

Example:
local function attachPlayerToScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        -- Center Player on Scooter
        rootPart.Position = base.Position + Vector3.new(0, 2, 0) 

        -- Align Player to Scooter's Facing Direction
        rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector)

        -- Weld Player to Scooter
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base
        weld.Part1 = rootPart
        weld.Parent = base
        
        print(character.Name .. " is now centered and facing the right way!")
    end
end
What This Does: 1) Moves the player to the center of the scooter and 2) Rotates them to face the scooter's forward direction

Method 2: Rotate the Scooter to Match the Player
If you prefer to rotate the scooter instead of the player, you can apply a CFrame adjustment to the base.

Example:
base.CFrame = CFrame.new(base.Position, character.HumanoidRootPart.Position + character.HumanoidRootPart.CFrame.LookVector)
What This Does: -Rotates the scooter so it faces the same direction as the player

Final Touch
Try out both methods and pick the one that feels best for your game! Let me know if you need adjustments.

Oops. The player is now facing in the exact opposite of the scooter. How can I ad a 'rotate 180' degrees to the player?
No worries! To rotate the player 180 degrees, simply adjust their CFrame rotation after aligning them to the scooter. We'll multiply the rotation by CFrame.Angles(0, math.rad(180), 0) to flip them around.

Fix: Rotate Player 180 Degrees
Modify the attachPlayerToScooter() function like this:

Example:
local function attachPlayerToScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        -- Center Player on Scooter
        rootPart.Position = base.Position + Vector3.new(0, 2, 0)

        -- Align Player to Scooter’s Facing Direction & Rotate 180°
        rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector) * CFrame.Angles(0, math.rad(180), 0)

        -- Weld Player to Scooter
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base
        weld.Part1 = rootPart
        weld.Parent = base

        print(character.Name .. " is now centered and facing the correct direction!")
    end
end
What This Fix Does
Try this out, and let me know if the player is facing the right way now!

I think I am just going to reverse the Z-coordinates of the two wheels. See below:
Example:
local frontWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base. Position + Vector3.new(0, -0.25, 1.5), Color3.fromRGB(1, 0, 0), "FrontWheel")
local backWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, -1.5), Color3.fromRGB(1, 1, 0), "BackWheel")
Yes! Reversing the Z-coordinates of the wheels will effectively swap their positions, making the front wheel truly at the front and the back wheel at the rear. That should correct the scooter's orientation without needing to rotate the player separately.

Key Fixes with Your Adjustment
Extra Check
Before testing, double-check that handlebarVertical is still positioned above the front wheel (since it was originally based on frontWheel.Position).

If necessary, update its location:

Example:
handlebarVertical.Position = frontWheel.Position + Vector3.new(0, 1.25, 0)
This should align everything without needing to manually rotate the player. Let me know if your scooter's facing direction looks right now!

Yes. Everything looks good now and works great too. How do I exit the scooter to go back to normal walking? What keys do most games use to "exit" a vehicle?
Awesome! Glad your scooter is working perfectly now.

How to Exit the Scooter & Resume Walking
To detach the player from the scooter, we need to:
  1. Remove the weld connecting them to the scooter.
  2. Re-enable their walking animations & controls.
  3. Position them slightly away from the scooter to avoid re-triggering it.

Add an Exit Function
Modify your script to allow the player to exit when pressing a specific key (e.g., E for exiting vehicles).

Example:
local function detachPlayerFromScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        -- Remove Weld to Free the Player
        for _, weld in pairs(base:GetChildren()) do
            if weld:IsA("WeldConstraint") and weld.Part1 == rootPart then
                weld:Destroy()
            end
        end

        -- Re-enable Walking Animations
        local animateScript = humanoid.Parent:FindFirstChild("Animate")
        if animateScript then
            animateScript.Disabled = false
        end

        -- Position Player Slightly Away from Scooter to Prevent Instant Reattachment
        rootPart.Position = base.Position + Vector3.new(0, 2, -3)

        print(character.Name .. " has exited the scooter!")
    end
end
Step 2: Bind Exit Action to a Key (E)
Most games use E, Space, or Backspace to exit vehicles. Let's bind E for exiting the scooter.

Example:
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end

    if input.KeyCode == Enum.KeyCode.E then
        local character = game.Players.LocalPlayer.Character
        if character then
            detachPlayerFromScooter(character)
        end
    end
end)
Final Result
Try it out and let me know if you'd like any refinements!

I seem to be having trouble getting the "E" key to be recognized. I tried other keys as well such as: "X" and "J". Each time I press one of these keys, there is no detachment of the player from the scooter. Here's what I have so far. Can you tell if there is some restriction on what keys are accessible while the player is on the scooter? (see below)
Example:
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

-- Create Scooter Model
local scooter = Instance.new("Model")
scooter.Name = "Scooter"
scooter.Parent = workspace

-- Function to create parts
local function createPart(size, position, color, name)
	local part = Instance.new("Part")
	part.Size = size
	part.Position = position
	part.Color = color
	part.Anchored = false -- Allow movement
	part.Name = name
	part.Parent = scooter
	return part
end

-- Create scooter parts
local base = createPart(Vector3.new(2, 0.1, 4), Vector3.new(0, 1, 0), Color3.fromRGB(255, 125, 125), "Base")
base.Material = Enum.Material.SmoothPlastic
-- Adjusted positions for inline wheels
local frontWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, -1.5), Color3.fromRGB(1, 0, 0), "FrontWheel")
local backWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, 1.5), Color3.fromRGB(1, 1, 0), "BackWheel")

-- Adjusted handlebar positioning to be above the front wheel
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), frontWheel.Position + Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarVertical")
local handlebarHorizontal = createPart(Vector3.new(1, 0.1, 0.1), handlebarVertical.Position + Vector3.new(0, 1, 0), Color3.fromRGB(200, 200, 200), "HandlebarHorizontal")

-- Invisible trigger for player standing detection
local triggerPart = createPart(Vector3.new(2, 0.2, 4), base.Position + Vector3.new(0, 0.2, 0), Color3.fromRGB(255, 255, 255), "TriggerPart")
triggerPart.Transparency = 1
triggerPart.CanCollide = false

-- Function to weld parts
local function weldParts(part1, part2)
	local weld = Instance.new("WeldConstraint")
	weld.Part0 = part1
	weld.Part1 = part2
	weld.Parent = part1
end

-- Weld parts together
weldParts(frontWheel, base)
weldParts(backWheel, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
weldParts(triggerPart, base)


for _, part in pairs(scooter:GetChildren()) do
	if not part:FindFirstChildOfClass("WeldConstraint") then
		print(part.Name .. " is missing a weld!")
	end
end


-- Movement Variables
local movementDirection = Vector3.new(0, 0, 0)
local tiltAngle = 0
local function attachPlayerToScooter(character)
	local humanoid = character:FindFirstChild("Humanoid")
	local rootPart = character:FindFirstChild("HumanoidRootPart")

	if humanoid then
		-- Move Player to Scooter's Center
		rootPart.Position = base.Position + Vector3.new(0, 3, 0) -- Adjust height if needed
		
		-- Align Player to Scooter's Facing Direction
		rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector)		
		
		-- Create Weld to Attach Player to Scooter
		local weld = Instance.new("WeldConstraint")
		weld.Part0 = base
		weld.Part1 = rootPart
		weld.Parent = base
		print("Humanoid found")
		
		--Disable the Animate script
		local animateScript = humanoid.Parent:FindFirstChild("Animate")
		if animateScript then
			animateScript.Disabled = true;
		end
				
		-- Stop Walking Animations
		local animator = humanoid:FindFirstChild("Animator")
		if animator then
			print("Found the animator")
			for _, track in pairs(animator:GetPlayingAnimationTracks()) do
				track:Stop()
				print("Trying to stop animation of walking")
			end
		end

		print(character.Name .. " is now attached to the scooter and standing still!")
	end
end

local function detachPlayerFromScooter(character)
	local humanoid = character:FindFirstChild("Humanoid")
	local rootPart = character:FindFirstChild("HumanoidRootPart")

	if humanoid and rootPart then
		-- Remove Weld to Free the Player
		print("Trying to remove the weld")
		for _, weld in pairs(base:GetChildren()) do
			if weld:IsA("WeldConstraint") and weld.Part1 == rootPart then
				weld:Destroy()
			end
		end

		-- Re-enable Walking Animations
		local animateScript = humanoid.Parent:FindFirstChild("Animate")
		if animateScript then
			animateScript.Disabled = false
		end

		-- Position Player Slightly Away from Scooter to Prevent Instant Reattachment
		rootPart.Position = base.Position + Vector3.new(0, 2, -3)

		print(character.Name .. " has exited the scooter!")
	end
end

local function onTouched(hit)
	local character = hit.Parent
	local humanoid = character and character:FindFirstChild("Humanoid")

	if humanoid then
		print(character.Name .. " stepped on the scooter!")

		-- Wait briefly to ensure they actually remain standing
		wait(0.5)  -- Small delay to stabilize physics
		attachPlayerToScooter(character) -- Attach player

		-- Verify that player's HumanoidRootPart is still near scooter base
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		if rootPart and (rootPart.Position - base.Position).Magnitude < 5 then
			print(character.Name .. " is standing! Starting movement...")

			-- Move the scooter forward smoothly
			local tweenInfo = TweenInfo.new(
				2,  -- Duration
				Enum.EasingStyle.Linear,
				Enum.EasingDirection.Out
			)

			--local goal = { Position = base.Position + Vector3.new(0, 0, 10) }
			--local tween = TweenService:Create(base, tweenInfo, goal)
			--tween:Play()
		else
			print("Player was not fully standing. No movement triggered. Magnitude: " .. (rootPart.Position - base.Position).Magnitude)
		end
	end
end

triggerPart.Touched:Connect(onTouched)


-- Handle Player Input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	print("Key Pressed: " .. input.KeyCode.Name) -- Debugging
	
	if input.KeyCode == Enum.KeyCode.W then
		base.Position = base.Position + Vector3.new(0, 0, -0.2) -- Move forward
	elseif input.KeyCode == Enum.KeyCode.S then
		base.Position = base.Position + Vector3.new(0, 0, 0.2) -- Move backward
	elseif input.KeyCode == Enum.KeyCode.A then
		base.Position = base.Position + Vector3.new(-0.2, 0, 0) -- Move left
	elseif input.KeyCode == Enum.KeyCode.D then
		base.Position = base.Position + Vector3.new(0.2, 0, 0) -- Move right
	elseif input.KeyCode == Enum.KeyCode.E then
		local character = game.Players.LocalPlayer.Character
		print("Trying to detach")
		if character then
			print("pre detach function")
			detachPlayerFromScooter(character)
		end
	end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	movementDirection = Vector3.new(0, 0, 0)
	tiltAngle = math.rad(0) -- Reset tilt
end)

-- Function to tilt scooter smoothly
local function tiltScooter()
	local tweenInfo = TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
	local goal = { CFrame = base.CFrame * CFrame.Angles(0, 0, tiltAngle) }
	local tiltTween = TweenService:Create(base, tweenInfo, goal)
	tiltTween:Play()
end

-- Continuously Move Scooter
RunService.Heartbeat:Connect(function()
	base.Position = base.Position + movementDirection
	tiltScooter() -- Apply tilting when moving
end)

print("Scooter created with manual controls and tilting!")
You're doing great debugging this! There are a few reasons why the E key (or other keys) might not be recognized while riding the scooter:

Possible Issues and Fixes
  1. UserInputService Might Not Work for Non-Local Scripts
    Issue: UserInputService.InputBegan only works on the client, but if your script is running in ServerScriptService, it won’t detect key presses.

    Fix: Place this code inside a LocalScript, preferably inside StarterPlayerScripts or StarterCharacterScripts.

  2. The Player May Not Be the LocalPlayer
    Issue: game.Players.LocalPlayer only works in LocalScripts. In a server script, this will error or return nil.

    Fix: Instead of game.Players.LocalPlayer, use:

Example:
local character = game:GetService("Players"):GetPlayerFromCharacter(hit. Parent)
This ensures we reference the actual player.

  1. Add a Debugging Message for Key Detection
    Before calling detachPlayerFromScooter(character), check if the key press is actually firing:

Example:
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    print("Key Pressed: " .. input.KeyCode.Name) -- Debugging

    if input.KeyCode == Enum.KeyCode.E then
        print("Exit key detected!")
        local character = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
        if character then
            print("Detaching player from scooter...")
            detachPlayerFromScooter(character)
        end
    end
end)
If "Exit key detected!" doesn't print, then key detection isn't working properly.

If "Detaching player from scooter..." doesn't print, then character is not being detected.

  1. Make Sure the Script Isn't Blocked by UI or Other Inputs
    Issue: If the game has any UI elements or input restrictions, UserInputService might be blocked.

    Fix: Try using ContextActionService, which ensures inputs override UI restrictions:

Example:
local ContextActionService = game:GetService("ContextActionService")

local function exitScooter(actionName, inputState)
    if inputState == Enum.UserInputState.Begin then
        print("Exit key detected via ContextActionService!")
        local character = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
        if character then
            detachPlayerFromScooter(character)
        end
    end
end

ContextActionService:BindAction("ExitScooter", exitScooter, false, Enum.KeyCode.E)
Final Fixes to Try


Try these changes and let me know if pressing E successfully detaches the player now!

I seem to be unable to disengage from the scooter once the scooter and avatar have been engaged. I tried pressing the "E" key but it is not being detected. Probably needs to be in a script somewhere else. Currently all of this code resides in a Workplace script.
It looks like you've put a lot of effort into your scooter script! The issue with the "E" key not being detected might be due to the context in which the script is running. Since you're using game.Players.LocalPlayer, this script needs to be a LocalScript and should reside in a location where it can access the LocalPlayer, such as the StarterPlayerScripts or StarterGui.

Here's how you can adjust your setup:

  1. Move the Input Handling to a LocalScript:

    • Create a LocalScript in StarterPlayerScripts.
    • Move the UserInputService handling code to this LocalScript.


  2. Communicate Between Scripts:

    • Use RemoteEvents to communicate between the LocalScript and the server-side script in Workspace.
    • For example, when the "E" key is pressed, the LocalScript can fire a RemoteEvent to trigger the detachPlayerFromScooter function on the server.


    Here's an example of how you can modify your code:

    LocalScript (StarterPlayerScripts)

Example:
local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local detachEvent = game.ReplicatedStorage:WaitForChild("DetachEvent") -- RemoteEvent

UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if gameProcessed then return end
    if input.KeyCode == Enum.KeyCode.E then
        detachEvent:FireServer() -- Notify the server to detach the player
    end
end)
Server Script (Workspace)
-Add a RemoteEvent in ReplicatedStorage:

Example:
local detachEvent = Instance.new("RemoteEvent")
detachEvent.Name = "DetachEvent"
detachEvent.Parent = game.ReplicatedStorage
-Update the server script to listen for the RemoteEvent:

Example:
local detachEvent = game.ReplicatedStorage:WaitForChild("DetachEvent")

detachEvent.OnServerEvent:Connect(function(player)
    local character = player.Character
    if character then
        detachPlayerFromScooter(character) -- Call your existing function
    end
end)
This setup ensures that the "E" key press is detected on the client side and properly communicates with the server to detach the player. Let me know if you need further clarification or assistance!

Note to Viewer
I had setup the script in the StarterPlayerScripts as a "regular" script when, instead, I should have created a "localScript". There is a difference which I found out soon.
I'm still getting no response from pressing the "E" key. I added a print() message but cannot see any message like this. Here's my updated detachEvent script:

UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then
return
end
if input.KeyCode == Enum.KeyCode.E then
print("Attemptng to detach")
detachEvent:FireServer() -- Notify the server to detach the player
end
end)
It seems like the issue might be related to where the LocalScript is placed or how the UserInputService is being utilized. Here are some troubleshooting steps to help you pinpoint the problem:

  1. Verify LocalScript Placement:

    Ensure the LocalScript is located in a place where it can run properly, such as StarterPlayerScripts, StarterGui, or a ScreenGui. LocalScripts won't work if placed in Workspace or ServerScriptService. Note to Viewer: I did create a script. But unfortunately it was only a regular "Script" and not a "LocalScript".

  2. Check for GameProcessed:

    The gameProcessed parameter prevents input from being detected if the key press is already being used by the game (e.g., for chat or other default actions). Try temporarily removing the if gameProcessed then return end line to see if the key press is being blocked.

  3. Test Key Detection:

    Add a simple print statement outside of the if condition to confirm that the InputBegan event is firing:

Example:
UserInputService.InputBegan:Connect(function(input, gameProcessed)
    print("Input detected: " .. input.KeyCode.Name)
    if input.KeyCode == Enum.KeyCode.E then
        print("Attempting to detach")
        detachEvent:FireServer()
    end
end)
If you don't see any output, the issue might be with the script's placement or execution.

  1. Ensure RemoteEvent Exists:

    Confirm that the detachEvent RemoteEvent exists in ReplicatedStorage and is properly named. You can add a check in the LocalScript:

Example:
local detachEvent = game.ReplicatedStorage:FindFirstChild("DetachEvent")
if not detachEvent then
    warn("DetachEvent not found in ReplicatedStorage!")
end
  1. Debugging the Server-Side Script:

    Ensure the server-side script is correctly listening for the RemoteEvent and that the detachPlayerFromScooter function is being called. Add a print statement in the OnServerEvent handler:

Example:
detachEvent.OnServerEvent:Connect(function(player)
    print(player.Name .. " triggered detachEvent")
    local character = player.Character
    if character then
        detachPlayerFromScooter(character)
    end
end)
  1. Check for Conflicting Scripts:

    Ensure no other scripts are interfering with the "E" key press or overriding the UserInputService behavior.

Try these steps and let me know what you find! If the issue persists, we can dig deeper into the setup.

Note to Viewer
I changed the script in StarterPlayerScripts to a LocalScript. I also created the DetachEvent as a separate item in ReplicatedStorage (See image below).

Ok. I think that is the solution. I had created a regular "Script"--not a "LocalScript". Once I changed it to a "LocalScript" it seems to be working much better. Now the scooter and avatar seem to be trying to re-connect immediately after disconnecting. Is there a proximity criteria that can be used to disable the re-connecting of the scooter if it was just connected?
Great to hear that switching to a LocalScript resolved the key detection issue! To prevent the scooter and avatar from immediately reconnecting after detaching, you can implement a proximity check combined with a cooldown timer. This ensures that the player cannot reattach to the scooter for a short period after detaching.

Here's how you can modify your script:

Add a Cooldown Mechanism
  1. Introduce a cooldown variable to track whether the player can reattach.
  2. Use a Debounce or Timer to enforce a delay before reattachment is allowed.

Updated Code Example

Example:
local cooldown = false -- Prevent immediate reattachment

local function attachPlayerToScooter(character)
    if cooldown then
        print("Cooldown active, cannot reattach yet!")
        return
    end

    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid then
        -- Move Player to Scooter's Center
        rootPart.Position = base.Position + Vector3.new(0, 3, 0) -- Adjust height if needed
        
        -- Align Player to Scooter's Facing Direction
        rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector)        
        
        -- Create Weld to Attach Player to Scooter
        local weld = Instance.new("WeldConstraint")
        weld.Part0 = base
        weld.Part1 = rootPart
        weld.Parent = base
        print("Humanoid found")
        
        -- Disable the Animate script
        local animateScript = humanoid.Parent:FindFirstChild("Animate")
        if animateScript then
            animateScript.Disabled = true
        end
                
        -- Stop Walking Animations
        local animator = humanoid:FindFirstChild("Animator")
        if animator then
            print("Found the animator")
            for _, track in pairs(animator:GetPlayingAnimationTracks()) do
                track:Stop()
                print("Trying to stop animation of walking")
            end
        end

        print(character.Name .. " is now attached to the scooter and standing still!")
    end
end

local function detachPlayerFromScooter(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local rootPart = character:FindFirstChild("HumanoidRootPart")

    if humanoid and rootPart then
        -- Remove Weld to Free the Player
        print("Trying to remove the weld")
        for _, weld in pairs(base:GetChildren()) do
            if weld:IsA("WeldConstraint") and weld.Part1 == rootPart then
                weld:Destroy()
            end
        end

        -- Re-enable Walking Animations
        local animateScript = humanoid.Parent:FindFirstChild("Animate")
        if animateScript then
            animateScript.Disabled = false
        end

        -- Position Player Slightly Away from Scooter to Prevent Instant Reattachment
        rootPart.Position = base.Position + Vector3.new(0, 2, -3)

        -- Activate Cooldown
        cooldown = true
        print(character.Name .. " has exited the scooter!")

        -- Cooldown Timer
        task.delay(3, function() -- Adjust the delay time as needed
            cooldown = false
            print("Cooldown ended, player can reattach!")
        end)
    end
end
Key Changes:
  1. Cooldown Variable:

    The cooldown variable prevents reattachment during the cooldown period.

  2. Timer:

    task.delay() is used to reset the cooldown after a specified time (e.g., 3 seconds).

  3. Proximity Check:

    You can further enhance this by checking the distance between the player and the scooter before allowing reattachment:

Example:
local distance = (character.HumanoidRootPart.Position - base.Position).Magnitude
if distance > 5 then -- Adjust the distance threshold as needed
    print("Player is too far to reattach!")
    return
end
This approach should prevent the immediate reattachment issue and give players a smoother experience. Let me know how it works for you!

Perfect. Everything is working great now. Thanks.

startingScript (regular script in the Workspace)

Example:
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

-- Create Scooter Model
local scooter = Instance.new("Model")
scooter.Name = "Scooter"
scooter.Parent = workspace

-- Function to create parts
local function createPart(size, position, color, name)
	local part = Instance.new("Part")
	part.Size = size
	part.Position = position
	part.Color = color
	part.Anchored = false -- Allow movement
	part.Name = name
	part.Parent = scooter
	return part
end

-- Create scooter parts
local base = createPart(Vector3.new(2, 0.1, 4), Vector3.new(0, 1, 0), Color3.fromRGB(255, 125, 125), "Base")
base.Material = Enum.Material.SmoothPlastic
-- Adjusted positions for inline wheels
local frontWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, -1.5), Color3.fromRGB(1, 0, 0), "FrontWheel")
local backWheel = createPart(Vector3.new(0.75, 0.5, 0.5), base.Position + Vector3.new(0, -0.25, 1.5), Color3.fromRGB(1, 1, 0), "BackWheel")

-- Adjusted handlebar positioning to be above the front wheel
local handlebarVertical = createPart(Vector3.new(0.1, 2, 0.1), frontWheel.Position + Vector3.new(0, 1.25, 0), Color3.fromRGB(200, 200, 200), "HandlebarVertical")
local handlebarHorizontal = createPart(Vector3.new(1, 0.1, 0.1), handlebarVertical.Position + Vector3.new(0, 1, 0), Color3.fromRGB(200, 200, 200), "HandlebarHorizontal")

-- Invisible trigger for player standing detection
local triggerPart = createPart(Vector3.new(2, 0.2, 4), base.Position + Vector3.new(0, 0.2, 0), Color3.fromRGB(255, 255, 255), "TriggerPart")
triggerPart.Transparency = 1
triggerPart.CanCollide = false

-- Function to weld parts
local function weldParts(part1, part2)
	local weld = Instance.new("WeldConstraint")
	weld.Part0 = part1
	weld.Part1 = part2
	weld.Parent = part1
end

-- Weld parts together
weldParts(frontWheel, base)
weldParts(backWheel, base)
weldParts(base, handlebarVertical)
weldParts(handlebarVertical, handlebarHorizontal)
weldParts(triggerPart, base)


for _, part in pairs(scooter:GetChildren()) do
	if not part:FindFirstChildOfClass("WeldConstraint") then
		print(part.Name .. " is missing a weld!")
	end
end


-- Movement Variables
local movementDirection = Vector3.new(0, 0, 0)
local tiltAngle = 0


local cooldown = false -- Prevent immediate reattachment

local function attachPlayerToScooter(character)
	if cooldown then
		print("Cooldown active, cannot reattach yet!")
		return
	end

	local humanoid = character:FindFirstChild("Humanoid")
	local rootPart = character:FindFirstChild("HumanoidRootPart")

	if humanoid then
		-- Move Player to Scooter's Center
		rootPart.Position = base.Position + Vector3.new(0, 3, 0) -- Adjust height if needed

		-- Align Player to Scooter's Facing Direction
		rootPart.CFrame = CFrame.new(rootPart.Position, rootPart.Position + base.CFrame.LookVector)        

		-- Create Weld to Attach Player to Scooter
		local weld = Instance.new("WeldConstraint")
		weld.Part0 = base
		weld.Part1 = rootPart
		weld.Parent = base
		print("Humanoid found")

		-- Disable the Animate script
		local animateScript = humanoid.Parent:FindFirstChild("Animate")
		if animateScript then
			animateScript.Disabled = true
		end

		-- Stop Walking Animations
		local animator = humanoid:FindFirstChild("Animator")
		if animator then
			print("Found the animator")
			for _, track in pairs(animator:GetPlayingAnimationTracks()) do
				track:Stop()
				print("Trying to stop animation of walking")
			end
		end

		print(character.Name .. " is now attached to the scooter and standing still!")
	end
end

local function detachPlayerFromScooter(character)
	local humanoid = character:FindFirstChild("Humanoid")
	local rootPart = character:FindFirstChild("HumanoidRootPart")

	if humanoid and rootPart then
		-- Remove Weld to Free the Player
		print("Trying to remove the weld")
		for _, weld in pairs(base:GetChildren()) do
			if weld:IsA("WeldConstraint") and weld.Part1 == rootPart then
				weld:Destroy()
			end
		end

		-- Re-enable Walking Animations
		local animateScript = humanoid.Parent:FindFirstChild("Animate")
		if animateScript then
			animateScript.Disabled = false
		end

		-- Position Player Slightly Away from Scooter to Prevent Instant Reattachment
		rootPart.Position = base.Position + Vector3.new(0, 2, -3)

		-- Activate Cooldown
		cooldown = true
		print(character.Name .. " has exited the scooter!")

		-- Cooldown Timer
		task.delay(3, function() -- Adjust the delay time as needed
			cooldown = false
			print("Cooldown ended, player can reattach!")
		end)
	end
end

local function onTouched(hit)
	local character = hit.Parent
	local humanoid = character and character:FindFirstChild("Humanoid")

	if humanoid then
		print(character.Name .. " stepped on the scooter!")

		-- Wait briefly to ensure they actually remain standing
		wait(0.5)  -- Small delay to stabilize physics
		attachPlayerToScooter(character) -- Attach player

		-- Verify that player's HumanoidRootPart is still near scooter base
		local rootPart = character:FindFirstChild("HumanoidRootPart")
		if rootPart and (rootPart.Position - base.Position).Magnitude < 5 then
			print(character.Name .. " is standing! Starting movement...")

			-- Move the scooter forward smoothly
			local tweenInfo = TweenInfo.new(
				2,  -- Duration
				Enum.EasingStyle.Linear,
				Enum.EasingDirection.Out
			)

			--local goal = { Position = base.Position + Vector3.new(0, 0, 10) }
			--local tween = TweenService:Create(base, tweenInfo, goal)
			--tween:Play()
		else
			print("Player was not fully standing. No movement triggered. Magnitude: " .. (rootPart.Position - base.Position).Magnitude)
		end
	end
end

triggerPart.Touched:Connect(onTouched)


-- Handle Player Input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	print("Key Pressed: " .. input.KeyCode.Name) -- Debugging

	if input.KeyCode == Enum.KeyCode.W then
		base.Position = base.Position + Vector3.new(0, 0, -0.2) -- Move forward
	elseif input.KeyCode == Enum.KeyCode.S then
		base.Position = base.Position + Vector3.new(0, 0, 0.2) -- Move backward
	elseif input.KeyCode == Enum.KeyCode.A then
		base.Position = base.Position + Vector3.new(-0.2, 0, 0) -- Move left
	elseif input.KeyCode == Enum.KeyCode.D then
		base.Position = base.Position + Vector3.new(0.2, 0, 0) -- Move right
	elseif input.KeyCode == Enum.KeyCode.E then
		local character = game.Players.LocalPlayer.Character
		print("Trying to detach")
		if character then
			print("pre detach function")
			detachPlayerFromScooter(character)
		end
	end
end)

UserInputService.InputEnded:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	movementDirection = Vector3.new(0, 0, 0)
	tiltAngle = math.rad(0) -- Reset tilt
end)

-- Function to tilt scooter smoothly
local function tiltScooter()
	local tweenInfo = TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
	local goal = { CFrame = base.CFrame * CFrame.Angles(0, 0, tiltAngle) }
	local tiltTween = TweenService:Create(base, tweenInfo, goal)
	tiltTween:Play()
end

-- Continuously Move Scooter
RunService.Heartbeat:Connect(function()
	base.Position = base.Position + movementDirection
	tiltScooter() -- Apply tilting when moving
end)


local detachEvent = game.ReplicatedStorage:WaitForChild("DetachEvent")
detachEvent.OnServerEvent:Connect(function(player)
	local character = player.Character
	if character then
		detachPlayerFromScooter(character) -- Call your existing function
	end
end)


print("Scooter created with manual controls and tilting!")

detachingScript (LocalScript in the StarterPlayerScripts)

Example:
local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local detachEvent = game.ReplicatedStorage:WaitForChild("DetachEvent") -- RemoteEvent

UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	if input.KeyCode == Enum.KeyCode.E then
		print("Attemptng to detach")
		detachEvent:FireServer() -- Notify the server to detach the player
	end
end)

Electric Scooter Roblox Project (/documents/Scooter1.rbxl)

This project contains the complete code for the Electric Scooter. Here are a few suggested changes: