whenever the player moves away from the direction of getting flung, then the character does not get flinged that far
so far i tried to zero out the character’s move velocity
but that appears not to be working
rootpart.AssemblyLinearVelocity *= Vector3.new(0, 1, 0)
i also tried to separate the vertical fling velocity from the horizontal
local direction = (rootpart.Position - self.model["Deagle"]["Barrel"].ShootPoint.WorldPosition).Unit
local horizontal = ((direction * Vector3.new(1, 0, 1)).Unit) * 500
local vertical = Vector3.new(0, 1000, 0)
local velocity = horizontal + vertical
flingCharacter:FireClient(player, velocity)
i was been using this
flingCharacter:FireClient(player, (rootpart.Position - self.model["Deagle"]["Barrel"].ShootPoint.WorldPosition).Unit * flingForce)
the fling works consistently except when player moves towards the aggressor
2 Likes
oh wait im an idiot, i forgot to turn off collisions from the bullet trail
Uperscuzzi
(UperscuzziYT)
April 25, 2024, 3:13am
#3
mark your post as solved please
not yet, i have another question to solve
players get fling so much more when jumping comparatively than just walking
Uperscuzzi
(UperscuzziYT)
April 25, 2024, 3:24am
#5
Are you using a vector force or :ApplyImpulse()
?
Uperscuzzi
(UperscuzziYT)
April 25, 2024, 3:27am
#7
how much farther do they fly?
||30 csdfsdfharrrrrr||
like a half further than normally
edit:
spawn location is the start
the part behind me is the furthest
and me in the middle is regular
Uperscuzzi
(UperscuzziYT)
April 25, 2024, 3:30am
#9
Get the players state, and if its Enum.HumanoidStateType.FallingDown
then multiply the Vector that they are flung with by 2.
ok moving towards the shooter, its like 1/2 less and moving away is 1/2 more
jumping would cause it to go 2x more
Roblox’s physics engine is applying friction when you are on the ground. When you jump, you have no such friction. When moving towards the bullet, the player has motion that the impulse has to cancel out. When moving away, the impulse is added onto their preexisting motion.
1 Like
Uperscuzzi
(UperscuzziYT)
April 25, 2024, 3:43am
#12
Before you fling the player, try setting their velocity to 0, and their state to a normal state.
already tried, i think the guy above your comment is correct
type or paste code here