I’m wondering how should I make this. Basically, I’m making a game cald plox, where players race to smash as much bricks as they can while also trying to send the other player 5 feet under. I want to make it so that a player can get a brick (which I already have made). But I want the players to be able to throw the brick.
Here is an example of what I want.
As you can see in the Image, xPlayer’s going to throw the object at xPos, which will be calculated with a formula with xMouse from xPlayer
I want the brick in the players hands to go to a certain distance from the player’s Humanoid Root Part to the mouse position. How would I calculate this?
-- Place this localscript in startercharacterscripts
local UIS = game:GetService("UserInputService") -- The service to detect inputs from the localplayer
function AddPart() -- A function storing code that adds a part
local Part = Instance.new("Part") -- Instances a part
Part.Anchored = false -- Sets the part to not be anchored
Part.CanCollide = true -- Sets the part to have collision
Part.Position = script.Parent:WaitForChild("HumanoidRootPart").Position + Vector3.new(0,5,0) -- sets the parts position 5 studs above the player's position
Part.Parent = workspace -- Sets the part's parent to workspace, so it can be seen in game
if input.UserInputType == Enum.UserInputType.MouseButton1 then -- Checks if the input is from the mouse button 1.
local MousePos = game.Players.LocalPlayer:GetMouse().Hit.Position -- Gets the mouse's position in the 3d world.
local Part = AddPart() -- Makes the variable part equal to the instanced part
Part:ApplyImpulse((MousePos - script.Parent:WaitForChild("HumanoidRootPart").Position) * 15) -- ApplyImpulse sends an impulse on a part. We set the impulse to the difference of MousePos and the player's position.
-- We set the impulse to that, because if we want to get from 1 to 4, we will need to get the offset by subtracting the 2 numbers. (Finish - start)
-- This makes sense because the inverse operation of addition is subtraction. We could count up from 1 to 4 and we would get 3, and if we did 4 - 0 we would get 4, but since our start is 1, we need the distance to start from 1, so therefore we would subtract 1 from 4.
Here is a helper function you can use to determine the angle:
function AngleOfReach(distance, altitude, velocity)
local gravity = workspace.Gravity
local theta = math.atan((velocity^2 + math.sqrt(velocity^4 -gravity*(gravity*distance^2 + 2*altitude*velocity^2)))/(gravity*distance))
if theta ~= theta then
theta = math.pi/4
Next, assuming your “brick” part is a tool you can get the distance by this:
local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse
local altitude = mousePosition.Y - tool.Handle.Position.Y
local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle
Replace my config.GrenadeVelocity.Value with whatever you want. If you don’t know what number, you could just put like 150 and then change it higher or lower depending on what angle you are going for.
Remade the script so it could be the same regardless of size:
local UIS = game:GetService("UserInputService")
local Part = workspace.Part:Clone()
if tonumber(script.Parent.Text) then
Part.Size = Vector3.new(script.Parent.Text,script.Parent.Text,script.Parent.Text)
Part.Anchored = false
Part.CanCollide = true
Part.Position = game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").Position + Vector3.new(0,5,0)
Part.Parent = workspace
if input.UserInputType == Enum.UserInputType.MouseButton1 then
local MousePos = game.Players.LocalPlayer:GetMouse().Hit.Position
local Part = AddPart()
local DifMouse = (MousePos - game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").Position)
Part:ApplyImpulse(Vector3.new(DifMouse.X,workspace.Gravity / 2, DifMouse.Z) * Part.AssemblyMass)