Cancel friction when using body vectors?

local multiplier = 10000 --multiplier of force in vectorforce


	--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 ="Attachment")
	attachment.Parent = plr.Character.HumanoidRootPart

	local force ="VectorForce")
	force.Attachment0 = attachment
	force.ApplyAtCenterOfMass = true
	force.Force = (direction * multiplier) --+, 500, 0)
	force.Parent = plr.Character.HumanoidRootPart
	force.RelativeTo = Enum.ActuatorRelativeTo.World

	game.Debris:AddItem(attachment, .25)
	game.Debris:AddItem(force, .25)


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?

Try using apply impulse.

local HRP = —HRP
local targetHRP —Target HRP
local Speed = 1000 —You can change speed by increase or decrease.
HRP:ApplyImpulse(TargetHRP.CFrame.LookVector * Speed)

(Sorry bad typing and not much I’m on mobile)

So if I am correct, you are trying to apply knockback from a meteor impact? In that case, I would suggest using BasePart:ApplyImpulse as @SilentSuprion mentioned. A sufficient impulse magnitude should be able to displace the player well.

But what if you first raise the player so that he does not touch the floor?

You could, but it might not look that good.