Alternative to body velocity

In my hockey game, for “checking” it gives players a boost to help them get to a specific area or target easier. But with PGS physics, body velocities make it so you cannot move at all, only rotate while its active. Is there a way I can make it a boost, not a controlling velocity?

I believe the best way would be to add a velocity vector to the HumanoidRootPart’s velocity. For example, if you want to boost them in the direction from the attacking player to the player being checked:

local checkSpeed = 10 -- how hard they're pushed
local checkVel = (attackingChar.HumanoidRootPart.Position - hitChar.HumanoidRootPart.Position).Unit * checkSpeed
hitChar.HumanoidRootPart.Velocity = hitChar.HumanoidRootPart.Velocity + checkVel
-- or... (I think this works in Luau now)
hitChar.HumanoidRootPart.Velocity += checkVel

I’ve tried something like that but the velocity dwindles after a second of that firing. Body velocities can sustain that for as long as they’re a child of the part.

Might be a bit overkill, but you could try welding a part in front of the player’s HRP and using an AlignPosition with a responsiveness of 200.

I would, but the thing is, you can hit in 360 direction. And I want players to be able to move still. That seems like you can only do it in one direction

Why not just increase the walkspeed then?

Because I want a boost in a direction, not make it so people can move 20x faster.

You can still move your character around with an AlignPosition

It’d be harder to do, I’m researching how VectorForces work currently. I don’t want the velocity to maintain it, I want it to boost you. AlignPosition is a body position. Not a boost. ?

In a direction, not to a position.