You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Explosion Force effect
What is the issue? Builtin Explosion dont work, :ApplyImpuse dont work Set the assemblyLinearVelocity kind of work, but only when your in air, SetStateEnabled Does not work, :ChageState Does not work .PlatformStand does make the player platformstand but the explosion force from my custom script does not work
for _,v in pairs(game.Players:GetChildren()) do
if v.Character ~= nil then
hum = v.Character.Humanoid
local vector = (v.Character.PrimaryPart.Position - script.Parent.Position)
local dis,dir = (v.Character.PrimaryPart.Position - script.Parent.Position).Magnitude , (v.Character.PrimaryPart.Position - script.Parent.Position).Unit
hum:TakeDamage(math.max(0.75 * (150 - dis),0))
hum.PlatformStand = true
hum.Parent.HumanoidRootPart.AssemblyLinearVelocity = (dir * math.max(0.75 * (150 - dis),0)*100)
-- print(1 * (200 - dis))
end
end
sorry for late reply but to fling player,
you can use ApplyImpulse() / AssemblyLinearVelocity
you’ll need to do it on the client otherwise it wont work
to fling players to/away from origin point
first you’ll need to get the direction
then how much force you want to fling the player with
--direction from two parts
(part2.Position - part1.Position).Unit
server
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local flingCharacter = ReplicatedStorage.FlingCharacter
local flingForce = 100
local character = player.Character
flingCharacter:FireClient(player, (character.HumanoidRootPart.Position - part.Position).Unit * flingForce)
client - put this in starter character scripts
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local flingCharacter = ReplicatedStorage.FlingCharacter
local rootpart = script.Parent:WaitForChild("HumanoidRootPart")
flingCharacter.OnClientEvent:Connect(function(velocity)
rootpart:ApplyImpulse(velocity) --either method works
rootpart.AssemblyLinearVelocity = velocity --its your choice
end)