How can I get my part to move fling away from my spawner part no matter what way the spawner might be facing and no matter what size my flinging part will be model or not?
This is my current script. The issue is that my part is not moving away from the spawner part.
local part = workspace.Part:Clone()
part.Parent = workspace
part.CFrame = workspace.Spawner.CFrame
part.Anchored = false
--part:ApplyImpulse(Vector3.new(0,math.random(100,250),0) * part.Mass) --MAKE PART FLY AWAY
part:ApplyImpulse(Vector3.new(CFrame.Angles(0,math.rad(math.random(-45,45)),0) * game.Workspace.Spawner.CFrame.LookVector) * part.Mass) --MAKE PART FLY AWAY FROM SPAWNER
game:GetService("Debris"):AddItem(part, 3)
I am still unsure of which direction you want the part to go in, but I assume you want the part to get away from the spawner regardless of where the spawner is positioned relative to the part. Please clarify me if I am mistaken.
If this is what you are trying to achieve, then I suggest you use the following format:
part - obviously the part you want to apply the impulse to spawnerPosition - the position of the spawner partPosition - the position of the part magnitude - how hard you want to apply the impulse
Take the following demonstration as an example:
As you can see, the part moves away from the part labeled “Spawner” regardless of where the two parts are positioned. I did not demonstrate this in the video, but adjusting the magnitude to a higher value would increase the impulse, and the opposite would occur if the value was lowered.