Body Force Not Flinging Characters In A Direction

Ok, my goal was to make a Fan game of Slap Battles, but my problem is that the slapper I made isnt working by not flinging the players in the direction ima facing while also flinging them upwards a bit.

I’ve looked at some other forums and stuff but couldn’t find a fix. So ima curious on how to fix it and get it to fling forward where the character is facing and upwards a bit. (Then ill add a ragdoll thing to it)

In the video you can see how the characters are only getting flung upwards and not in the direction ima facing
Video Of Problem
There where also no errors in the script.

local tick = script.Parent.Parent.Parent:FindFirstChild("wait")
local power = script.Parent.Parent.Parent:FindFirstChild("power")
local charSpeed = script.Parent.Parent.Parent:FindFirstChild("charSpeed")
local soun = script.Slap2
local Tool = script.Parent.Parent.Parent

local Debo = false

script.Parent.Parent.Touched:connect(function(Touch)
	if Touch.Parent:FindFirstChild("Humanoid") and Debo == false then
		if Touch.Parent.Name == Tool.Parent.Name then return end
		Debo = true
	
	local Humanoid = Touch.Parent:FindFirstChild("Humanoid")
		local Character = Tool.Parent 
		local bodF = Instance.new("BodyVelocity") 
		
		
		bodF.Velocity = Vector3.new(Character.HumanoidRootPart.CFrame.LookVector * 16, 25, Character.HumanoidRootPart.CFrame.LookVector * 16)
		
		bodF.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
		
		
		
		Touch.Parent.Humanoid.Sit = true
		game.Debris:AddItem(bodF, .25)
		bodF.Parent = Touch.Parent:FindFirstChild("HumanoidRootPart")
		
			soun:Play()
			script.Disabled = true
			wait(tick)
		Debo = false
		
	end
end)


--- Flings in direction but not upwards    bodF.Velocity = Character.HumanoidRootPart.CFrame.LookVector * 16 ---How Much pushing
--- Flings upwards but no in direction  bodF.Velocity = Vector3.new(Character.HumanoidRootPart.CFrame.LookVector * 16, workspace.Gravity * .1, Character.HumanoidRootPart.CFrame.LookVector * 50)

bodF.Velocity = (Character.HumanoidRootPart.CFrame.LookVector * 16) + (Character.HumanoidRootPart.CFrame.UpVector * 25)
1 Like

Oh thanks, so basically LookVector makes it go in a x or z and UpVector is the y ?
It still worked so thanks