I posted a forum post where I discuss a certain similar problem but it seems I didn’t say it accurately.
My problem is, I want to make the part that is shot out by the ApplyImpulse()
go slow rather than be realistic and relative to the game’s gravity.
This is my projectile function which I think is 50% done yet still lacking that slow move.
local function startProjectile(object : Part, kickZone)
if not object then return end
local bullet = object
local position1 = bullet.Position
local xOffset = math.random(-workspace.PeakPoint.Size.X/2, workspace.PeakPoint.Size.X/2)
local position2 = Vector3.new(position1.X, position1.Y, position1.Z + xOffset)
local direction = position1 - position2
local force = direction + Vector3.new(0, workspace.Gravity / 2, 0)
bullet.Position = bullet.Position
bullet:ApplyImpulse(force * bullet.AssemblyMass)
end