Here’s a bug that happens when i use lookvector
https://gyazo.com/659fba16a1d315d01fc3bfe7ae29fa78
The code line of code:
script.Parent.Humanoid:MoveTo(script.Parent.HumanoidRootPart.CFrame.LookVector + Vector3.new(0,0,10))
Here’s a bug that happens when i use lookvector
https://gyazo.com/659fba16a1d315d01fc3bfe7ae29fa78
The code line of code:
script.Parent.Humanoid:MoveTo(script.Parent.HumanoidRootPart.CFrame.LookVector + Vector3.new(0,0,10))
Doing + Vector3.new(0,0,10) to a lookvector is just adding 10 world units on the Z axis to the look direction of the player. You’d want to multiply lookVector by how many studs you want to move.
script.Parent.Humanoid:MoveTo(script.Parent.HumanoidRootPart.CFrame.LookVector * 10)
LookVector is always relative to its orientation. You can multiply it by 10 instead of adding it or depending on your goal, add a Vector3 to the second parameter of CFrame.new to make it “face” that direction.
I just read that you used MoveTo, mb. What you should do instead of MoveTo is use Move. Using MoveTo is a position value, if you want to make them move forward with MoveTo, you have to take
script.Parent.HumanoidRootPart.CFrame.LookVector * 10
Which is a velocity, and add it to the characters torso/rootpart position.
Move is like MoveTo but based on velocity, not a world position.
is there any way of “breaking” the Move()?
script.Parent.Humanoid:Move(Vector3.zero)
Set it to a velocity of 0,0,0.
alright thank you, you helped me a lot!
Np, best of luck on your project my friend.