RocketPropulsion targeting

I’m working with a wrist-rocket launcher script that shoots a rocket from the players wrist with RocketPropulsion.

I do have two major issues I can’t seem to find a fix for.

  1. I was wondering if there’s actually a way to have the target get set by the players mouse, meaning rather than having to lock onto a pre-existing element in workspace, it would just lock onto wherever the player has their mouse placed.

  2. No matter what way I fire the rocket or face, the rocket itself always faces the same direction, is there a way to set the front surface as the surface that should always face my target? No matter the size or shape it always has this issue where it does not match where I fire.

I’m happy to drop my sample code if needed but I figured for these functions it was more general than specific.

You can do this using Mouse.Target.

Read more here:

You can also use UserInputService.

How could I implement this on my server side script? (stored in ServerScriptService); it’s being fired by the Q key on a local script in StarterGui.

Here’s my server code; “Boom” and “Explosion” is a sound and a particle emitter.

local event = Instance.new("RemoteEvent")
event.Name = "Rocket"
event.Parent = game.ReplicatedStorage

event.OnServerEvent:Connect(function(player)
	local character = player.Character
	local rocketstorage = game:GetService('ServerStorage'):WaitForChild('Rocket')
	local Rocket = rocketstorage:Clone()
	local Name = player.Name
	Rocket.Parent = workspace
	Rocket.Name = Name.."'s Rocket"
	Rocket.Position = character.LeftHand.Position
	Rocket.RocketPropulsion.Target = --this is where I'd want to be having it be my click position.
	Rocket.RocketPropulsion:Fire()
	Rocket.Flying:Play()
	Rocket.Fire.Enabled = true
	Rocket.RocketPropulsion.ReachedTarget:Connect(function()
		Rocket.Fire.Enabled = false
		Rocket.Explosion.Enabled = true
		Rocket.Transparency = 1
		Rocket.Flying:Stop()
		Rocket.Boom:Play()
		wait (0.2)
		Rocket.Explosion.Enabled = false
		wait (1)
		Rocket:Destroy()
	end)
end)