So, what’s happening is that upon slapping somebody the victim will be welded into an ice cube that also has velocities that launch it and spin it (using BodyVelocity and BodyAngularVelocity). Whatever you see in the video is how I like it and it is pretty much how I intended it for to be. The only issue is that players/characters who get hit by the spawned ice cube get flinged.
I don’t want to anchor the people nor use collision groups to exclude them from being hit (because I want them also to be able to stand on it).
Does making the ice cube and character massless, whilst changing body velocity and body angular velocity magnitudes count? I doubt an anti-fling script is any use to this scenario since it would destroy the purpose of the game. Only other solution is probably physicsService/collision groups without messing with either body velocity or angular velocity.
Right now I’m playing with the velocity magnitudes to see which works the best and looks the same. The ice cube is already massless and I tried making the dummies massless as well and it still gives the same result.
@Jayigon I didn’t want to use that solution cause I felt like it still going to happen anyway and I wanted to avoid that too as well.
I realized I could’ve lowered the MaxTorque, and instead of it being a huge Vector3 I changed it to Vector3.one * 100_000. So it still has a strong spin but not enough to deflect players.
I was going to say minimizing the max force would possibly prevent that from happening, but you managed to figure it out. I suppose you didn’t need my support at all, lol