Mouse.hit.lookvector making bodyvelocity projectile curved?

so i have a projectile script that makes the projectile go to the mouse’s direction, but instead taking a direct route, it chooses to curve??


(amazing drawing i know)
the green is where its suppose to go, and the red is where its going right now. i am using bodyvelocity for the projectile movement

ingame pic

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Check where the points from which the line is drawn…

And also it would be helpful if you included footage from in the game.


it just kinda like curve

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velocity part

local velocity = Instance.new("BodyVelocity")
	velocity.MaxForce = Vector3.new(5000,5000,5000)
	velocity.Velocity = (mouse*100)
	velocity.Parent = clone
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Thanks!

Ooh wow…I don’t specialize in this field of Development. Maybe your new camera angles overlapped with Roblox’s to create something weird.

i tried it in first person and got the same result

different perspective

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so how would i fix it? (my game is designed for first person)

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Wait are you talking about the balls or the camera?

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the balls, they have a curved path to the mouse

mouse.hit.position works but it goes differant speed depending on the distance.

Oh…I think that’s just default stuff messing you up…that’s normal. It’s kind of weird, I know.

It sometimes ruins my special effects in a game.

Sorry I’m not really experienced in this topic. :face_with_diagonal_mouth:

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You need to apply a force to the projectile in its upwards direction to counteract the effect of gravity.

local Workspace = workspace

local BodyForce = Instance.new("BodyForce")
BodyForce.Force = Vector3.new(0, Projectile:GetMass() * Workspace.Gravity, 0) --Weight = Mass * Acceleration, (f = ma).
BodyForce.Parent = Projectile
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In order to ignore distance, call .Unit on a Vector3 or Vector2. Multiplying this result with your wanted velocity will always end up as that velocity, no matter if it is 1 stud away or 10^303 studs away.