It still hasn’t worked unfortunately
I used your code and it says
Knockback direction NAN, NAN, NAN
though I am using it on a dummy so maybe that’s why
Sorry but how would I do that?
Oh I understand the problem, you were giving the humrootpart
of the attacker, not the victim, in your client code make it so it uses the victim’s HumanoidRootPart instead of the attacker’s at the line punchEvent:FireServer(humanoid, damage, humrootpart)
Sorry but how would I be able to fix it on the server script after?
The server script is fine, just change these in the local script.
Well,
for _,v in pairs (Character:GetChildren()) do
if v:IsA("Part") then
v.CanCollide = false
end
end
Basically, it will turn any possible part Collide to false. As I remember it shouldn’t change Torso and HumanoidRootPart.
I don’t clearly remember which, but in toolbox there was a blackhole model. Just open a new place, find it there, then put this asset in this place (there must be script which pulls player using BodyMover, basically, it’s same what you are trying to do, but instead of knocking back it pulls)
EDIT: Found it. You can delete all parts except Singularity and leave only Script in it (without attract)
everyone in this thread is doing too much just play with the velocity value a little bit and youre issue will be fixed
I’ve re-written the code and made it all server-sided so now everything works like I want it to. Thanks to everyone for helping