Hi, I’m trying to launch a projectile from a server-side script, and give the client ownership over the part. The problem is, the ApplyImpulse method doesn’t have any effect. It works when setting the deprecated Velocity property. Removing the client ownership makes it work, although on the wiki it says I can call this method both client and server side for client owned parts.
local function LaunchPart1(part, player)
part:ApplyImpulse(Vector3.new(50, 0, 0))
part:SetNetworkOwner(player)
end
local function LaunchPart2(part, player)
part:SetNetworkOwner(player)
part:ApplyImpulse(Vector3.new(50, 0, 0))
end
The Part’s Mass plays a role in this whenever you call the ApplyImpulse function, so presumably what you’d want to do is try & obtain this said “Mass” by using the GetMass() function first, along with adding some sort of BaseForce to multiply with:
local BaseForce = 50
local function LaunchPart(Part, Plr)
local PartMass = Part:GetMass()
Part:ApplyImpulse(Vector3.new(PartMass * BassForce, 0, 0))
Part:SetNetworkOwner(Plr)
end