Hello I’m back again, this time I can’t figure out the math needed to keep the original rotation of the shockwave, but spin it in a circle this time. Anything I’ve tried results in it going back to it’s original orientation into the ground. This is the code I have so far.
local char = plr.Character
local root = char.HumanoidRootPart
local offset = CFrame.new(0,0,-3)
local rotation = CFrame.Angles(math.rad(90),0,0)
local firstTweenInfo = TweenInfo.new(7)
local fx = workspace.shockwave:Clone()
fx.Parent = workspace
fx.wave1.CFrame = root.CFrame * offset * rotation
fx.wave2.CFrame = root.CFrame * offset * rotation
fx.wave3.CFrame = root.CFrame * offset * rotation
fx.wave1.Size = Vector3.new(0,0,0)
fx.wave2.Size = Vector3.new(0,0,0)
fx.wave3.Size = Vector3.new(0,0,0)
local rotationMath = fx.wave1.Rotation * Vector3.new(0,0,math.rad(1000))
ts:Create(fx.wave1, firstTweenInfo, {Size = Vector3.new(25,7,24), Transparency = 1, Rotation = rotationMath}):Play()
--ts:Create(fx.wave2, firstTweenInfo, {Size = Vector3.new(24,16,24), Transparency = 1}):Play()
--ts:Create(fx.wave3, firstTweenInfo, {Size = Vector3.new(48.6, 22.9, 57.9), Transparency = 1}):Play()
--debris:AddItem(fx, 1)
I had commented out debris and slowed the tween down because I wanted to see exactly what it was doing.