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?