Block Stays In Place While Being Anchored (velocity wont even work)

Bruh, the pqrt is anchored. Set it to false at the beginning of the script.

Target.Anchored = false

how the heck is it anchored see the video

It was anchored then he un-anchored it and it worked fine.

can you please see the video more closely?

I dont get it, he literally sets it to not anchored and the part falls down.

Wait oh u r the author i see.

ill send you a better video wait

https://developer.roblox.com/en-us/api-reference/property/BasePart/Velocity

Velocity is deprecated, if you need to determine the speed of an object then divide its distance between two positions by the length of time it took.

ok thats great i know but WHY DOSENT IT WORK???

Why doesn’t what work? Can you explain the video because I’m unable to watch it.

so what happens is my code makes the part some sort of anchored for some reason idk why but it does you can try my code if u want

Only the tween variables are reset, not the properties being changed by the tween. This means if you cancel a tween half way through its animation the properties will not reset to their original values. Where Cancel differs from TweenBase:Pause is that once resumed, it will take the full duration of the tween to complete the animation.

i see so its cause i cancel the tween right? if so then what do i do?

NVM ill use Tween:Destroy() ok NVM that dosent work either

Hmmm tween:Pause? ignore ignore

i see ill try using tween pause then

wait nope even without tween it dosent work

so i saw this tutorial
Dragging objects with the mouse and thank you all for helping me

local Shoot = script.Parent:WaitForChild("Shoot")
local Box = script:WaitForChild("Box")
local Beams = workspace:WaitForChild("Beams")
local Plr = game.Players.LocalPlayer
local Mouse = Plr:GetMouse()
local RS = game:GetService("RunService")
local Char = Plr.Character or Plr.CharacterAdded:Wait()
local HeadAt = Instance.new("Attachment")
HeadAt.Parent = Shoot
local TS = game:GetService("TweenService")
local Info1 = TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0)
local Info2 = TweenInfo.new(0.1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0)
local CFrames = nil
local Tween = nil
local Playing = false

local function setpos(SizeX,SizeY,Num)
	local Postable = {
		Vector3.new(0,SizeY/3,SizeX/3),
		Vector3.new(0,-SizeY/3,SizeX/3),
		Vector3.new(0,SizeY/3,-SizeX/3),
		Vector3.new(0,-SizeY/3,-SizeX/3)
	}
	return Postable[Num]
end

RS.RenderStepped:Connect(function()
	for i,v in pairs(Beams:GetChildren()) do
		local CT0 = TS:Create(v,Info2,{CurveSize0 = math.random(-10,10)})
		local CT1 = TS:Create(v,Info2,{CurveSize1 = math.random(-10,10)})
		CT0:Play()
		CT1:Play()
	end
	if Target~= nil and Box.Adornee ~= nil and Target.Anchored == false then
		CFrames = Shoot.CFrame
		if Playing then
			return
		end
		Tween = TS:Create(Target,Info1,{CFrame = CFrames*CFrame.new(Vector3.new(25,0,0))})
		Playing = true
		Tween:Play()
		Tween.Completed:Connect(function()
			Playing = false
		end)
	end
end)

Mouse.Button1Down:Connect(function()
	Target = Mouse.Target
	if Target~= nil and Target:IsA("BasePart") and Target.Anchored == false then
		Box.Adornee = Target
		for i,v in pairs(Beams:GetChildren()) do
			local At = Instance.new("Attachment")
			At.Parent = Target
			At.Position = setpos(Target.Size.X,Target.Size.Y,i)
			v.Attachment1 = At
			v.Attachment0 = HeadAt
		end
	end
end)

Mouse.Button1Up:Connect(function()
	if CFrames and Playing then
		print(Target.Velocity)
		Tween:Cancel()
	end
	for i,v in pairs(Target:GetChildren()) do
		if v:IsA("Attachment") then
			v:Destroy()
		end
	end
	Box.Adornee = nil
end)