I have a “kind” of catapult, and I am using RocketPropulsion for it. The problem is, whenever I change its properties, the result is the same. How would I go about this kind of property?
(See the first-person catapult)
Any help is appreciated!
I have a “kind” of catapult, and I am using RocketPropulsion for it. The problem is, whenever I change its properties, the result is the same. How would I go about this kind of property?
(See the first-person catapult)
Any help is appreciated!
Maybe you could use a BodyForce to handle this instead? It applies force to a BasePart (Not constant), which could potentially launch the Part far up
Another thing you could try is getting the Part’s Mass, adjust the AssemblyLinearVelocity property then call ApplyImpulse to create a force to move the part & setting the Y axis to move up
I tried using a BodyPosition too, but that didn’t really helped, it kinda did the same thing, actually.
I think I have a good idea on how to figure out your issue (Judging by the video)
So say we have a Part, and his name is Pete:

(Pete is beautiful)
We’d want to move Pete in the direction he’s facing on (Which he would be facing the X axis), so what could potentially do is something like this:
local Pete = script.Parent
local Mass = Pete:GetMass() --Sorry Pete LOL
print(Mass)
Pete:ApplyImpulse(Vector3.new(Mass * 50, Mass * 100, Mass))
When we call ApplyImpulse, it will set an instant force on that specific BasePart provided by a Vector3 Value, and we can set it to Pete’s Mass to multiply it so that he moves above the ground where we want him to move
When we start up the simulation, it should look something like this:
But what if we wanted Pete to jump very high, but move just slightly? Well, we can adjust the multiplication when we call ApplyImpulse()
Pete:ApplyImpulse(Vector3.new(Mass * 25, Mass * 250, Mass))
This time, we adjusted the X axis to a low amount but the Y axis to something high, like 250
And uh hopefully, Pete should visit the stratosphere when we start it up:
I think your best bet would be to use ApplyImpulse to “boost” whatever you want to move
Thank you very much. But how would I transform that code to go into a part’s position?
Or even better for my results: multiple parts!
Here is an image of what I mean:
That might be a bit more complicated to accomplish, especially if you’re wanting to do it at an angle
The only thing I could think of that would be relevant is using Bézier Curves, which is capable of handling 3 or more points in a curvey-like pattern

Well I guess I will find a solution. Thanks for the solution, needed it!