How to make linear velocity follow where player is pointing

Hey, I’m trying to achieve the same thing as you see in the video. I want the player’s linear velocity direction follow wherever the player is pointing, but I don’t know how to achieve that.

^^ example

^^ Mines


							Attachment.Parent = Entity.HumanoidRootPart
							Attachment.WorldPosition = Entity.HumanoidRootPart.AssemblyCenterOfMass

							Move.Parent = Entity.HumanoidRootPart
							Move.Enabled = true
							Move.Attachment0 = Attachment
							Move.MaxForce = 100000
						
							
							local Lookvector = Entity.HumanoidRootPart.CFrame.LookVector
							Move.VectorVelocity = (Lookvector + Vector3.new(0, 0, 100)) 

Heres the script

Hear me out : you make a local script, a remote event and a server script.

You get the mouse location, fire the remote event with the argument of the mouse location and the server script throws the player in the mouse direction.

Theres no way to have to so it depends on the player model direction instead of mouse?

If you use orientation then that’s way easier.

You just wait a few seconds, destroy whatever weld or rigid constraint that is holding the player (the thing that is using attachment0 and attachment1 in your script), then you use Move.AssemblyLinearVelocity = (LookVector) * 2 -- Put how strong it should be.

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