It’s actually a bug I believe, so use body velocity. It’s the same thing, but you don’t have to create an attachment and change VectorVelocity to Velocity
also is there a way to set body velocity to plane like it allways go forward?
like idk to make it go to mouse direction
sry for dealy but i werent able to write back
yes but it doesnt mean its not faster at loading
plus my expirience with the new ones are just that it has more force
anything else just sucks
it needs to have a attachment and it has a huge delay before they even work correctly
well plane mode for velocity allowed me to just rotate part with cframe to point mouse direction now idk how to make bullet go straight way to mouse.hit.p with vector 3
sry for dealy i was a sleep ima test it when ill have time thx for help oh yeah why i havent thought about disabling gravity with vector force y = gravity
stuff works better and less laggy but bullet still circles i think only way is to prevent it form spinning by making it unable to rotate by itself but idk how to
You can adapt the code that I posted for movement as well. Does the bullet itself spin? Or does the bullet follow a circular trajectory instead of flying straight?
To adapt the code, you would change these two lines:
I might have the target and the HRP reversed, but I will leave that as an exercise for you to solve on how to get those. Don’t have velocity too high though…200 or so max because the engine won’t handle it properly. If you need more speed than that, it’s best to use a raycast to see where it hits and weld a bullet to that location.
I see that you are using LinearVelocity. I think if that’s not even, you will get a curved trajectory. But there’s nothing in the code that you posted that shows where the actual assignment of values are being made.