Problem with dribbling system in Football game

Recently i finished my kick power bar for my football game, but the problem is that i cant find any good solution or way to make a shot system. Bascially i tried to use every physic components that are in roblox studio engine, i tried to combine it with customPhysicalSettings but nothing works as i expected, ball was going after player very slow or it didnt looked like an actual kick.

So my idea is to make it with bezier Curve and i need opinion and little example if its good idea or not idea

local event = game.ReplicatedStorage.PowerUI

local RunService = game:GetService('RunService')
local RepStorage = game:GetService("ReplicatedStorage")
local players = game:GetService("Players")
local debris = game:GetService("Debris")

local connection
local deb = false
local debTime = 2.5

local powerChargeAmount = 2
local maxPower = false

local ballMass = 0.438
local fallFriction = 0.3

function Hitboxes(humanoidRootPart: Part, power, cameraHeight)
	local size = Vector3.new(5.5, 5, 5.5)
	local pointer: Part = RepStorage["Camera Pointer"]:Clone()
	
	local hrpPosition = humanoidRootPart.CFrame
	local hrpLoopVec = humanoidRootPart.CFrame.LookVector
	
	local shotPos = Vector3.new(humanoidRootPart.CFrame.LookVector.X, cameraHeight, humanoidRootPart.CFrame.LookVector.Z)
	
	local results = workspace:GetPartBoundsInBox(humanoidRootPart.CFrame, size, nil)
	for i, v in results do
		if v.Parent.Name == "Soccer Ball" and v:IsA("MeshPart") then
			//Place on shoot system
		end
	end
end


function ChargePower(plr, inputHeld, cameraView)
	
	local char = plr.Character or plr.CharacterAdded:Wait()
	local hrp = char:FindFirstChild("HumanoidRootPart")
	local torso = char:WaitForChild("Torso")
	
	local powerVal = torso["Power Bar"].Power
	
	if not inputHeld then
		Hitboxes(hrp, powerVal.Value, cameraView)
		powerVal.Value = 0
		
		
		event:FireClient(plr, powerVal.Value)
		return connection:Disconnect()
	end
	
	connection = RunService.Heartbeat:Connect(function(dt)
		--Checks if power didnt reached 100
		if powerVal.Value ~= 100 and not maxPower then
			
			powerVal.Value += powerChargeAmount
			
		else
			--When power reaches 100 it goes down to 0
			if powerVal.Value <= 0 then
				maxPower = false

				event:FireClient(plr, powerVal.Value, "out of power")
				return connection:Disconnect()
			end
			maxPower = true
			
			powerVal.Value -= powerChargeAmount
		end
		
		event:FireClient(plr, powerVal.Value)
	end)
end


event.OnServerEvent:Connect(ChargePower)


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