My knockback function knocks the player back the same amount every time even with different values implemented.
I want the knockback the player experiences to be based on the values implemented.
This video demonstrates how despite different values imputed the knockback effect is the same: 2021 08 09 23 34 57 - YouTube
function knockback(char, attacker, val, ntime)
local charRoot = char:FindFirstChild("HumanoidRootPart")
local attackRoot = attacker:FindFirstChild("HumanoidRootPart")
local vel = Instance.new("BodyVelocity")
vel.Velocity = attackRoot.CFrame.LookVector * val
vel.Parent = charRoot
Debris:AddItem(vel, ntime)
end
If you look at the code you will notice that I already am using body velocity. The code you linked does the same exact thing as my code, and after testing it produces the exact same results. Thanks anyways though. I appreciate any help provided.