i have a “e” to fire part thing that floats, but the problem is I only know bodyvolcity to float, I don’t want it to spin when I fire it, I just need it to go straight. my script:
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local camera = workspace.CurrentCamera
local Player = Players.LocalPlayer
local pathToThePart = ReplicatedStorage.Part
UIS.InputBegan:Connect(function(Key, Chatted)
if Chatted then
return
end
if Key.KeyCode == Enum.KeyCode.E then
local projectile = pathToThePart
projectile.Parent = workspace
projectile.CFrame = Player.Character.HumanoidRootPart.CFrame
projectile.BodyVelocity.Velocity = Player.Character.HumanoidRootPart.CFrame.lookVector * 16
end
end)
Not sure if this was a mistake, but you forgot to clone your projectile
Bit confused, but couldn’t you just set its MaxForce
property to math.huge
to prevent the part from moving at all?
i want it it move foward but not spinning
Just set the BodyVelocity’s MaxForce
property to a high number then if you want to prevent it from spinning at all
Another issue is that you may need to Clone()
it in order to replicate it across the client, but I highly doubt that
how would i change the script to clone the part?
that’s why it is spinning… it have no gravity at all so it spins when you push it
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local camera = workspace.CurrentCamera
local Player = Players.LocalPlayer
local pathToThePart = ReplicatedStorage.Part
UIS.InputBegan:Connect(function(Key, Chatted)
if Chatted then
return
end
if Key.KeyCode == Enum.KeyCode.E then
local projectile = pathToThePart:Clone()
projectile.Parent = workspace
projectile.CFrame = Player.Character.HumanoidRootPart.CFrame
projectile.BodyVelocity.Velocity = Player.Character.HumanoidRootPart.CFrame.lookVector * 16
projectile.BodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
end
end)
If you have a BodyAngularVelocity
spinning the part, please remove that
there is none, the part is rotating 360 when i push it or stand on it (btw ill be afking for a few hours)