I’m trying to make a fuse bomb that will fling players away when it explodes, my idea was that it would trip the player (when they are in the explosion radius) when it explodes causing them to fling, does anyone know the cleanest way to do this?
Maybe loop through player HumanoidRootPart positions, and find the magnitude between every HumanoidRootPart and the explosion. If the player’s HumanoidRootPart is a certain magnitude away from the explosion, you can set their Humanoid sit property to true, and insert a BodyVelocity to their HumanoidRootPart. You can then destory the BodyVelocity like a tenth of a second after.
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I did something similar to this but instead of the BodyVelocity I made a script that clones another script that changes the humanoids state like this
script.Parent.Humanoid:ChangeState'Physics'
script:Destroy()
its the same with getting up