Forces applied at a single point

So I have a bullet, and the bullet is controlled by a LinearVelocity. The problem is that the bullet “saggs” at places where the force is not applied (see video). I’m very new to constraints so I have no idea what I should be doing or if I should be using LinearVelocity at all.

(I’m not sure if this is in the right category or not, In the real game I’m using a script to control the direction of the LinearVelocity so…)

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I’m pretty sure this is because the bullet is rotating around but you can’t really see that in the video. This would cause your Trail to be offset slightly which shows up as a wiggly line.
You may also need an AlignOrientation to keep the bullet horizontal.

There’s also a module called FastCast which is great for bullets, trails, damage, and effects.
It’ll also allow you to have the bullet drop due to gravity (or not if you want straight line shots).

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My game is about the ability to control the bullet in slow motion. I want the force to be applied to the while bullet evenly, not at one point. I’m new to constrains so I don’t know what to use or do to accomplish this.

Ah, I see.
LinearVelocity (click the link) can be set up relative to the world (it looks like this is what you have done) or in relation to an Attachment on the Part.

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You can use a BodyGyro or a AngularBodyVelocity/AngularVelocity Instance to keep it straight, and continue on with the effect you’re going for. I love the idea of this game though!

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I’ve decided to use align orientation, how would I align the bullet’s orientation to the camera’s?

Copy the camera’s orientation workspace.CurrentCamera.CFrame:ToOrientation() : (Y : number, X, Z)
Convert the radians to degree math.deg(X/Y/Z)
Use the values to form a new vector3 value which you could use as your bullet’s orientation.

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