local function getModelMass(model: Model): number
local mass = 0
for _, v in ipairs(model:GetDescendants()) do
if v:IsA('BasePart') then
mass += v:GetMass()
end
end
return mass
end
local mass = getModelMass(humanoid.Parent)
local forceToApply = mass*HeavyForce
local upforce = mass* 40
humanoid.Parent.HumanoidRootPart:ApplyImpulse(player.Character.HumanoidRootPart.CFrame.LookVector*forceToApply +Vector3.new(0,upforce,0))
Right, you should’ve said that in the first place.
Evidently, the mass is different. I’d suggest that, if you want everyone to receive the same knockback, you simply hardcode those numbers in, as opposed to using maths to get the mass.
The NPC’s mass value may differ than the actual player’s mass thus giving different knock-back results, I’d suggest hardcoding the numbers instead of basing it off of the model’s mass.