thats interesting… and use the sin wave for the cframe values?
If you have an axis, chances are that you have a line. If you break the line into segments, you can change the points (sine waves treat these as frequencies) of which your peaks and valleys fall. The result is a zig-zag effect.
i’m taking a wild guess here, but maybe they tagged all projectiles using collectionservice and then used getTouchingParts when moving the object in a loop? I mean it works for larger projectiles as raycasts get messy for anything larger than 1 stud, and then when they use gettouchingparts they could just check if the part that is returned (or the part in the table that is returned) has the ‘projectile’ tag and then initiate clashing if it happens?
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