How to make ApplyImpulse() and slow move like anti-gravity combine?

I posted a forum post where I discuss a certain similar problem but it seems I didn’t say it accurately.

My problem is, I want to make the part that is shot out by the ApplyImpulse() go slow rather than be realistic and relative to the game’s gravity.

This is my projectile function which I think is 50% done yet still lacking that slow move.

local function startProjectile(object : Part, kickZone)
	if not object then return end
	local bullet = object

	local position1 = bullet.Position
	local xOffset = math.random(-workspace.PeakPoint.Size.X/2, workspace.PeakPoint.Size.X/2)
	local position2 = Vector3.new(position1.X, position1.Y, position1.Z + xOffset)
	local direction = position1 - position2
	local force = direction + Vector3.new(0, workspace.Gravity / 2, 0)
	bullet.Position = bullet.Position
	bullet:ApplyImpulse(force * bullet.AssemblyMass)
end
2 Likes