So if I’m not slow, I’m going to guess that you need to use something like displacement. (FinalVector - StartVector). This will get the direction in from the root part to your target.
Sorry i forgot to close this I already figured the issue out lol. Appreciate your response tho.
Since you’re here mind helping me out with something in relation to this?
Awesome.
So i’m tryna get the person, once they get knocked back to go into a Ragdoll stage for about a second, but I’m finding no success doing it. Heres what I’ve got. change it all up if you think its bad ty for the help.
So you’re doing this when the character is added. What I think you’re trying to achieve is when the State is changed, then you can do Humanoid.ChangeState(Enum.HumanoidStateType.Ragdoll)
humanoid.StateChanged:Connect(function(oldState, newState)
if newState == Enum.HumanoidStateType.YourState then
Humanoid.ChangeState(Enum.HumanoidStateType.Ragdoll)
wait(1)
Humanoid.PlatformStand = true
end
end)
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
local BodyVelocity = Instance.new("BodyVelocity", HumanoidRootPart)
local Direction = CFrame.new(Player.Character.HumanoidRootPart.Position, HumanoidRootPart.Position)
BodyVelocity.maxForce = Vector3.new(math.huge,math.huge,math.huge)
BodyVelocity.Velocity = Direction.lookVector * 50 --(you could change the values of 50 to match your knockback needs)