I’m working on a gun system, and when the player shoots it spewts out a empty shell. It works, but i modified it a little, and i cant figure out how to apply the force while keeping the correct orientation to the gun. Here is what i mean.
If you’re only applying an instantaneous force/velocity, I’d suggest setting the AssemblyLinearVelocity property, or using BasePart:ApplyImpulse(), might save you some headaches with bodymovers / mover contraints.
You should be able to just use CFrame.LookVector * NUMBER as the velocity, I suggest using attachments to be able to fine tune them without needing to hardcode rotations/offsets.
i can’t send one, but what ill try to explain it better. say i have 2 lines that intersect (a,b are the lines) each line (a, or b) has its own -subsection a(a), a(b) etc… if your looking at a(a) it works, if your lookin at a(b) it works, but if your looking at b(a), or b(b) it doesnt work. Its like it goes forward on b(a) and backwards on b(b), but it works for a(a), a(b).
I have no way of checking if that calculation is correct, I strongly suggest using an Attachment so you can move it around and not need to hardcode the values in.
Thank you for all of your help, i really do appreciate you taking this time to help my dumb self. I finally figured it out based on your suggestions. Have a great rest of your week!