i made this knife throwing script but it’s falling to the ground. i don’t want there to be any drop. i just want it to go to the mouse position.
this is what i got:
throwknife_animtrack:GetMarkerReachedSignal("clone_knife"):Connect(function()
local knife_model = game.ReplicatedStorage:WaitForChild("knife_model")
local knife_clone = knife_model:Clone()
knife_clone.Parent = workspace
knife_collision(false, 1)
knife_clone:PivotTo(knife.PrimaryPart.CFrame)
local knifeclone_pos = knife_clone.PrimaryPart.Position
local mouse_pos = mouse.Hit.Position
local direction = (mouse_pos - knifeclone_pos).Unit
local throw_speed = 100
knifeclone_massless(knife_clone)
knife_clone.PrimaryPart.AssemblyLinearVelocity = CFrame.new(knife_clone.PrimaryPart.Position, mouse_pos).LookVector * throw_speed
end)
all good i fixed it.
throwknife_animtrack:GetMarkerReachedSignal("clone_knife"):Connect(function()
local knife_model = game.ReplicatedStorage:WaitForChild("knife_model")
local vf:VectorForce = knife_model.PrimaryPart.VectorForce
local knife_clone = knife_model:Clone()
knife_clone.Parent = workspace
knife_collision(false, 1)
knife_clone:PivotTo(knife.PrimaryPart.CFrame)
local knifeclone_pos = knife_clone.PrimaryPart.Position
local mouse_pos = mouse.Hit.Position
local direction = (mouse_pos - knifeclone_pos).Unit
local throw_speed = 100
vf.Force = Vector3.new(0, workspace.Gravity * knife_clone.PrimaryPart.AssemblyMass, 0)
knife_clone.PrimaryPart.CFrame = CFrame.new(knife_clone.PrimaryPart.Position, mouse.Hit.Position)
knife_clone.PrimaryPart.AssemblyLinearVelocity = direction * throw_speed
end)
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