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.
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.
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.