I’ve tried a plethora of solutions, but they always end in either flinging enemies 900 feet, or working as intended, I’ve never been able to find a solution that consistently works, and delivers the results I want.
You could try ApplyImpulse()
if you want it to stop after a bit. Or you could tryout Body Velocity and use it like this:
function BodyVelocity (parent, HRP, Knockback, stayTime)
local bv = Instance.new ("BodyVelocity")
bv.MaxForce = Vector3.new(math.huge,0,math.huge)
bv.P = 50000
bv.Velocity = HRP.CFrame.LookVector * Knockback
bv.Parent = parent
Debris:AddItem(bv,stayTime)
end
-- Then you can use it later like this
local CharHRP = char.HumanoidRootPart
local enemyHRP = eChar.HumanoidRootPart
local attackDirection = (CharHRP.Position - enemyHRP.Position).Unit
BodyVelocity (eHRP, eHRP,-knockback * attackDirection, .2)
-- I would put it into a module script.
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yeah, nevermind, i’m stupid, my system i’m currently using works, i had my variable dictating force REALLY high by accident-
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