Part follows bullet's lookVector, but doesn't "rotate"

Hello, I’m very new to DevForum, but I need help. I’m having problems in a section of my bullet script where the “hit” follows the lookVector from the bullet. Here’s the whole code of my script:

ball = script.Parent
position = ball.Position
damage = 53

function bulletImpact(bullet,part)
	local hole = bullet:Clone()
	hole.Size=Vector3.new(0.5,0.5,0.5)
	hole.Shape="Ball"
	hole.CanCollide=false
	hole.Position=bullet.Position
	hole.Transparency=1
	hole.Name="BulletHole"
	hole.Parent=part
	print(hole,"-",hole.Parent)
	print'hole'
	local weld = Instance.new("WeldConstraint")
	weld.Part0=hole
	weld.Part1=part
	weld.Parent=hole
	
							local lookvector1 = bullet.CFrame.lookVector
							local m = math.random(250,550)/10
							hole.Velocity = lookvector1 * 20
	local s = part.Parent:GetChildren()
	for i = 1,#s do
		local bprt=s[i]
		if bprt.Name~=hole.Parent.Name and (bprt:IsA("BasePart") or bprt:IsA("MeshPart")) then
			for r = 1,3 do
			print'ding'
			bprt.Velocity=Vector3.new(0,0,0)
			end
		end
	end
							
	
end

function onTouched(hit)
	print(hit,hit.Parent,hit.Parent.Parent)
	if hit.Parent~=nil then
			local humanoid=hit.Parent:findFirstChild("Humanoid")	
			local tg=hit.Parent:findFirstChild("enemy")	
				if humanoid~=nil and tg then
							bulletImpact(script.Parent,hit)
							humanoid:TakeDamage(humanoid.MaxHealth)
							script.BounceHit:Play()
							script.Hit:Play()
							print'die'
--				elseif hit.Parent.className=="Hat" or hit.Parent.className=="Accessory" then
--					local r = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))
--					local hat=hit.Parent
--					ball.BrickCleanup:clone().Parent = hit
--					hit.CanCollide=true
--					hit.Velocity = 75 * r
--					hit.Parent = game.Workspace
--					hat:remove()
			wait(0.01)
			ball:Destroy()
				else
					script.Bounce:Play()
--					blood(24)
				end
			end
--			connection:disconnect()
wait(6)
ball:Destroy()
	end

--function blood(a)
--	for i=1,2 do
--		local s = Instance.new("Part")
--		s.Shape = 1 -- block
--		s.formFactor = 2 -- plate
--		s.Size = Vector3.new(1,.4,1)
--		s.BrickColor = BrickColor.new(21)
--		local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))
--		s.CFrame = CFrame.new(ball.Position + v, v)
--		s.BrickColor = BrickColor.new(a)
--		if a==21 then
--			ball.BrickCleanup:clone().Parent = s
--			s.BrickCleanup.Disabled = false
--			s.Velocity = 15 * v
--		else
--			s.Velocity = 45 * v
--			ball.BrickCleanup2:clone().Parent = s
--			s.BrickCleanup2.Disabled = false
--		end
--		s.Parent = game.Workspace
--		wait(3)
--		s:Destroy()
--	end
--end

connection = ball.Touched:connect(onTouched)
wait(5)
ball:remove()

The problem is that the “hit” follows the lookVector of the bullet, but doesn’t “rotate” at all. I know it’s confusing for you and me, but here’s a diagram of how I could want it to work:


If someone could possibly recreate this, please provide me with some example code that makes it work.

There was a recent thread about this and there was a game created as a demo.


The game:


The thread:

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