Need help with barrage arms going in curved direction

  1. What do you want to achieve?
  • Barrage arms going in a bezier curve
  1. What is the issue?
  • Issue is my math isn’t that good with this so i need help adjusting it to work
  1. What solutions have you tried so far?
  • Going around devforum to see how other people were doing it
local CF = info.CF -- Stand's HumanoidRootPart's CFrame 
	
	local function TweenArms(BarrageArm)
		local Bezier_Module = {}
		function Bezier_Module:QuadraticBezier(Time,Point0,Point1,Point2)
			return (1-Time)^2*Point0+2*(1-Time)*Time*Point1+Time^2*Point2; --This'll give you that curve you were looking for :)
		end;
		local PivotCf = CF * CFrame.new(0,0,math.random(-12,-6))
		
		local rnd = Random.new()
		local rndCF = CFrame.new(rnd:NextInteger(-5,5),rnd:NextInteger(-5,5),rnd:NextInteger(-10,10))--rnd:NextInteger(-6,6))

		task.spawn(function()
			local TweenDelay = task.wait()
			for i, v in ipairs(BarrageArm:GetDescendants()) do
				if v:IsA("BasePart") then
					task.delay(.4, function()
						TweenModule.obj(v, "Quint","Out", .1, {Transparency = 1, Size = Vector3.new(0,0,0)})
					end)
				end
			end

			for i=1,10 do
				local t = i/10
				local Pos = Bezier_Module:QuadraticBezier(t, CF.Position, (CF*rndCF).Position, PivotCf.Position)
				local Direction = Bezier_Module:QuadraticBezier(t+1, CF.Position, (CF*rndCF).Position, PivotCf.Position)

				TweenModule.obj(BarrageArm.PrimaryPart, "Quad", "Out", TweenDelay+.06, {CFrame = CFrame.new(Pos, Direction)})
				task.wait()
			end

			BarrageArm:Destroy()
		end)
	end
	
	for i=1, 2 do
		local Arms = (i%2==0) and ReplicatedStorage.Effects["Star Platinum"].LeftHand:Clone() or ReplicatedStorage.Effects["Star Platinum"].LeftHand:Clone()
		Arms.PrimaryPart.CFrame = CF * CFrame.new(0,0,-6)
		Arms.Parent = workspace.Effects
		
		TweenArms(Arms)
		task.wait()
	end

i needa bump this sadasdsadasdasd