When applying body velocity (or linear volicty i tried with both), and making the velocity = lookvector * upvector it doesnt work and bug and i really dont understand why
local RS = game:GetService("ReplicatedStorage")
local SS = game:GetService("ServerStorage")
local events = RS.Events
local parkourEvents = events.Parkour
parkourEvents.OnServerEvent:Connect(function(plr)
local char = plr.Character
local hum = char:FindFirstChild("Humanoid")
local hrp = char.HumanoidRootPart
local rayParams = RaycastParams.new()
rayParams.FilterDescendantsInstances = {workspace.Rays}
rayParams.FilterType = Enum.RaycastFilterType.Exclude
local ray = workspace:Raycast(hrp.CFrame.Position, hrp.CFrame.LookVector * 5)
if ray then
if ray.Instance.Size.Y < 5 then
local BV = Instance.new("BodyVelocity", hrp)
BV.MaxForce = Vector3.new(5e4, 5e4, 5e4)
BV.Velocity = hrp.CFrame.LookVector * 25 * hrp.CFrame.UpVector * 10
game.Debris:AddItem(BV, 0.4)
end
end
end)
and it is happening here as im trying to implement simple vaulting mechanics but i got the same issue in my combat system when i try to get velocity that is both upward and fordward