LinearVelocity is actually easier to use than BodyVelocity once you understand them.
To make a simple one, all you need to do is:
local attachment = Instance.new("Attachment")
attachment.Parent = part
local linVel = Instance.new("LinearVelocity")
linVel.Attachment0 = attachment
linVel.MaxForce = math.huge -- Will be able to push anything
linVel.RelativeTo = Enum.ActuatorRelativeTo.World -- World or attachment[0/1]
linVel.VectorVelocity = Vector3.new(0, 0, -900) -- Or whatever you want
linVel.Parent = part
If you have any further questions about LinearVelocity I’m happy to help. I also had some issues getting started with them initially.
By the way; all of the new BodyMovers work in this way. All of them require an attachment.
I don’t know off of the top of my head which axis is to the right, but something along these lines:
local attachment = Instance.new("Attachment")
attachment.Parent = part
local linVel = Instance.new("LinearVelocity")
linVel.Attachment0 = attachment
linVel.MaxForce = math.huge -- Will be able to push anything
linVel.RelativeTo = Enum.ActuatorRelativeTo.Attachment0 -- Relative to your part
linVel.VectorVelocity = Vector3.xAxis * -900
-- Not sure if the above is to the right, change the axis to yAxis or zAxis until it goes to the right or left.
-- If it goes to the left, make -900 positive (900)
linVel.Parent = part
I did not expect that, the ending caught me off guard lol
The force will be applied on the attachment, if you chose a pre existing attachment (none of which are at the center of the humanoid) then the force won’t be applied at the center.
Try creating a new attachment at the center of HumanoidRootPart