local multiplier = 10000 --multiplier of force in vectorforce
script.Parent.ClickDetector.MouseClick:Connect(function(plr)
print("activated")
--give player "explosion" knockback (no explosion in this test lol)
--create new cframe at the meteor position, then lookAt the player
local directionCFrame = CFrame.lookAt(script.Parent.Position, plr.Character.HumanoidRootPart.Position)
--get lookVector from directionCFrame
local direction = directionCFrame.LookVector.Unit
--create body force
local attachment = Instance.new("Attachment")
attachment.Parent = plr.Character.HumanoidRootPart
local force = Instance.new("VectorForce")
force.Attachment0 = attachment
force.ApplyAtCenterOfMass = true
force.Force = (direction * multiplier) --+ Vector3.new(0, 500, 0)
force.Parent = plr.Character.HumanoidRootPart
force.RelativeTo = Enum.ActuatorRelativeTo.World
game.Debris:AddItem(attachment, .25)
game.Debris:AddItem(force, .25)
end)
Despite using big multipliers, it never seems to move me that fast. Only when I jump does it actually send me far. This makes me feel like the friction between the player’s feet and the baseplate is slowing them down and cancelling out the vector force. How do I fix this?
Edit: Changed script a little, my current solution is big multipliers with quick despawn time on the vectorforce. Is that the only way to do this?