I want the arrow to travel from the bow to the target.
I am using a script similar the ones I have used in several other towers:
Summary
local arrowClone = arrow:Clone()
arrow.Parent = workspace
arrow.PrimaryPart.Position = proj
local newPosition = target.HumanoidRootPart.Position
local tween = TweenService:Create(arrowClone.PrimaryPart, info, {Position = newPosition})
tween:Play()
target.Humanoid:TakeDamage(damage+(damage*damageIncrease))
The only difference is that this tower uses a Grouped projectile instead of a single part.
Whenever the tower Fires, the arrow spawns into the position it was in before being in Replicated Storage, and falls through the map. Instead of spawning into the set proj position, and does not follow the tween.
Using unions is a very inefficient use of memory and I strongly recommend you don’t use them.
If you still will use them, to fix your anchor issue, when the tween is playing it should stop the projectile from falling down. Then, when the tween finished playing you can anchor it.
I added prints to the script to see if everything was working, and it is, but the arrow still only falls.
As you can see from the image above, the arrows position on spawn, and its target location, as well as TWEEN DONE which is within a tween.Completed function
Tween Info:
Summary
local info = TweenInfo.new(.5,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out,
0,
false)
A blender model would be better for memory than a union. However, there might be many collision issues with that. Also, sry but I haven’t really understood the problem that you are experiencing rn