Player Throw system not working

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    A way to throw players. I already have a system where you can pick players up and it pretty much hoists them above their head.
  2. What is the issue? Include screenshots / videos if possible!
    When I apply force to the player that has been picked up, it either just falls to the ground or do almost nothing
  3. What solutions have you tried so far? Did you look for solutions on the Creator Hub?
    Just Ai lol, I need some help

Could you show your current code? From what you said and based on my knowledge youre supposed to use linear velocity or smth like that, is this what youre doing?

Sorry, I’m currently away from my computer rn so I can’t give the code, but I’m using apply impulse to make it move

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Heres the code:
char.CarryPart.CarryWeld:Destroy()
local carriedhrp = cpc:FindFirstChild(“HumanoidRootPart”)
carriedhrp.CFrame = char.HumanoidRootPart.CFrame + Vector3.new(0,6,0)
carriedhrp.AssemblyLinearVelocity = char.HumanoidRootPart.CFrame.lookVector*100 + Vector3.new(0,3,0)

What is this code supposed to do? Is it supposed to throw the character or just carry the character?

If the character isn’t being thrown with enough force, you could try setting the humanoid.PlatformStand property to true so it reacts to physics better.

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My code is supposed to allow a player to carry another player, then when they press E, it will throw the player in the direction the throwing player is looking.

So, which part of the code isn’t working? Keeping the player in the position they should be in while being carried? Or throwing the player with some force?

In pretty sure it’s the force, when a player is supposed to be thrown they just fall off the player that’s holding them. I’ve tried a ApplyImpulse but the player doesn’t get thrown

So I assume they just drop to the floor? You should try my earlier suggestion, which is setting the humanoid’s PlatformStand property to true. Also, could you show us the throwing code?