I did this with Linear velocity and I tried to weld the hitbox and the slash with weldconstraint, both doesn’t work.
So I want it to go foward like this:
But i got this
You can ask me to provide more information.
I did this with Linear velocity and I tried to weld the hitbox and the slash with weldconstraint, both doesn’t work.
So I want it to go foward like this:
But i got this
You can ask me to provide more information.
I want to part to go forward without spinning
Can you send your script where you create the projectile as well as the linear velocity?
Unfortunately I had deleted the old script but this is what i can get (I follow a tutorial on youtube) Linear Velocity makes it spin, but when i use bodyvelocity it functions as I want
local UIS = game:GetService(“UserInputService”) --[CLIENT]–
local FireEvent = game:GetService(“ReplicatedStorage”).FireEvent
UIS.InputBegan:Connect(function(Key)
if Key.KeyCode == Enum.KeyCode.R then
FireEvent:FireServer()
end
end)
local FireEvent = game.ReplicatedStorage.FireEvent --[SERVER]–
FireEvent.OnServerEvent:Connect(function(Plr)
local Char = Plr.Character
local SLASHCLONE = game.ReplicatedStorage.Slash:Clone() SLASHCLONE.Parent = workspace
SLASHCLONE.CFrame = Char.HumanoidRootPart.CFrame * CFrame.new(0,0,-3)
local AT = Instance.new(“Attachment”,SLASHCLONE)
local LV = Instance.new(“LinearVelocity”,AT)
LV.MaxForce = 99999
LV.Attachment0 = AT
LV.VectorVelocity = Char.HumanoidRootPart.CFrame.LookVector * 100
game.Debris:AddItem(SLASHCLONE, 5)
end)
I want the projectile not to spin just go foward that’s all.
Comparison Between Linear Velocity and Body Velocity that i used on any crescent-shaped object
Hi i found the solution now so the attachment circle thingy in Linear Velocity is where the force will apply to and mine isnt center so thats why it keep circling!
EXAMPLE:
Put this in your script Attachment.Position = Part.CenterofMass
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