# How would I use VectorForce to fling / push a player in a direction?

My current code doesn’t move the character, I assume it’s something with mass the number doesn’t change much:

``````			local Character = Player.Character
local force = Instance.new("VectorForce")
local att0 = Instance.new("Attachment")

att0.Parent = Character.PrimaryPart

force.Attachment0 = att0
force.Parent = Character.PrimaryPart

force.Force = Character.PrimaryPart.CFrame.LookVector * 1000

force.ApplyAtCenterOfMass = true

force.RelativeTo = Enum.ActuatorRelativeTo.World
``````

Would appreciate help with explaination

1 Like

Would this help?

``````local Character = game.Players.LocalPlayer.Character
local force = Instance.new("VectorForce")
local att0 = Instance.new("Attachment")
local Mass = Character.PrimaryPart.AssemblyMass
att0.Parent = Character.PrimaryPart

force.Attachment0 = att0
force.Parent = Character.PrimaryPart

force.Force = Character.PrimaryPart.CFrame.LookVector * Mass ^ 3 -- Mass relates to the needed amount of force to make the "thing" move, so why not power it by 3, which gives us a good/big number.

force.ApplyAtCenterOfMass = true

force.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
``````
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To get the player to move in the desired direction, you need to set the Force property of the VectorForce object to the desired direction multiplied by a desired magnitude.
For example, if you want the player to move in the direction of the character’s PrimaryPart’s LookVector, multiplied by 1000, then you can use the following code:
“This is an example”

``````local Character = Player.Character
local force = Instance.new("VectorForce")
local att0 = Instance.new("Attachment")

att0.Parent = Character.PrimaryPart

force.Attachment0 = att0
force.Parent = Character.PrimaryPart

force.Force = Character.PrimaryPart.CFrame.LookVector * 1000

force.ApplyAtCenterOfMass = true
force.RelativeTo = Enum.ActuatorRelativeTo.World
``````

This will apply a force in the direction of the Character’s LookVector multiplied by 1000, starting from the Character’s PrimaryPart.

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