BodyForce shockwave help

Correct.

God damn the character limit.

Hmm. If you want them to not fall down you can simply make a vector force that is pointing upwards that is the same as the force pulling the player down.

local OBJECT = workspace.Part
local OBJECT_MASS = OBJECT:GetMass()
-- Let's say there is already a vector force inside the part attached to it.
OBJECT.VectorForce.Force = Vector3.new(0, workspace.Gravity * OBJECT_MASS ,0) --Formula is F = ma
The maths

F = ma
Fres = ma – we do not want it to move so a = 0
Fres = 0 – We know the acceleration gravity * mass is the force
Gravity * m +or- CounterForce = 0 – We simply have to find the solution to C
Gravity * Mass = +or- CounterForce

If you want the player to slow down and then stop maybe you would have to use a different method to move the player like BodyPosition or Tweening instead of VectorForce.

local TS = game:GetService("TweenService")
function pushChar(charToPush, pushPoint: Vector3)
	local HRP = charToPush.HumanoidRootPart
	local dir = (HRP.Position - pushPoint).unit --direction to push them in
	local pushForce = 120 --Force character is being pushed at
	local pushDuration = 0.5 --Amount of time the force is applied
	
	local BV = Instance.new("BodyVelocity")
	BV.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
	BV.Velocity = dir * pushForce
	BV.Parent = HRP
	
	local slowDown = TS:Create(BV, TweenInfo.new(pushDuration, Enum.EasingStyle.Linear), {Velocity = Vector3.new()})
	slowDown:Play()
	
	wait(pushDuration)
	
	local BP = Instance.new("BodyPosition")
	BP.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
	BP.Position = HRP.Position
	BP.Parent = HRP
	
	BV:Destroy()
	--BP:Destroy() when u want them to stop floating
end

@anon53193547 It looks like you’ve been using the code. I’d greatly appreciate it if you could mark it as solution

Right! I totally forgot Haha.

Char Limit