Bruh, the pqrt is anchored. Set it to false at the beginning of the script.
Target.Anchored = false
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
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)