Hi! I have recently started working on a project that I hope will someday work. I don’t want to give too many details away as people (some) seem to copy, but I will give enough details for an idea of what I am facing. The game is basic, a player jumps on a slanted pad and they get flung out on the path. I am trying to get the pad to work, but I am having trouble getting it to fling people.
Each attempt, it either made them walk or fling all the way to the sky and down.
So far I have came here, to YouTube, and used free models for help and which none worked. I am also semi new to scripting also, so there could be ways I don’t know. Anything helps!
Hello developers. I have attempted to do so, but they still don’t work. I do not know why. I have received information about what I am looking for. The functions that I am looking for is the functions of the cannon blocks in Blockate, the ones that shoot/fling the people like that. Even though the samples did not work, I won’t stop trying for them, and will continue to experiment. Thank you gentlemen.
I don’t know the actual name of it, since I have not been on studio for long. Someone on Blockate said it was a cannon, but it is meant to be like yours and works like it. They hit the pad and launch that way.
script.Parent.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("HumanoidRootPart") then
hit.Parent.HumanoidRootPart.AssemblyLinearVelocity = hit.Parent.HumanoidRootPart.Position + script.Parent.CFrame.LookVector * 100
end
end)
Put this in a script in the blue part and it should work
pad.Touched:Connect(function(part)
local model = part:FindFirstAncestorOfClass("Model");
if(model and model.PrimaryPart and model.PrimaryPart.Name == "HumanoidRootPart") then
model.PrimaryPart.AssemblyLinearVelocity = pad.CFrame.LookVector * 100;
end;
end);