You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? get the throwing weapon to return to my hand
What is the issue? it won’t go backwards, it returns an error.
Video of the Error
What solutions have you tried so far? I tried to make the velocity into a * -200, -200, change it just to bv.Velocity = bv.Velocity - 200
bv.Velocity = character.HumanoidRootPart.CFrame.LookVector -200
Please try:
bv.Velocity = -character.HumanoidRootPart.CFrame.LookVector*200
Hope this helps!
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it works but it doesn’t come back
any idea how to fix?
Not sure what you mean by come back. Can you explain please?
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if you see, the axe throws, the idea is for it to come back, and then fit perfectly with the throw animation
i have the timing with the axe throw perfect, just need to get the backwards movement working
bv.Velocity = -character.HumanoidRootPart.CFrame.LookVector*200
task.wait(1)
bv.Velocity = -bv.Velocity
That is the logic, but I doubt it would be possible to take the player voluntary and involuntary movements into account by this method.
2 Likes
do you have another method you could suggest?
EchoWinds
(EchoWinds)
August 30, 2021, 6:01pm
#9
You should probably go back to the animation editor and place the keyframes so it now plays backwards from where they ended after the axe was thrown if that makes sense.
2 Likes
i was thinking about tweening it, but if i’ll be honest i only have experience with still parts in tween service
If you are using an animation, you can place the final keyframe in the initial keyframe.
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i meant in terms of scripting, cause the animation is preset and i don’t wanna change it.
this is the concept i am looking to fufill, if it helps
https://i.gyazo.com/2632496a14e0609b4c114aed2835fd6b.gif
MeteorxBG
(MeteorxBG)
August 30, 2021, 7:39pm
#14
> this < might be useful for you. tho idk
i decided to switch to bodypos so i’m just gonna mark this as solution and move on
1 Like