The title says it, no Look Vectors. I’m trying to get the direction right.
Look vectors is literally your best friend here.
local targetPos = --the position of the thign thats being knocked
local sourcePos = -- source position of impact
local lookVector = CFrame.lookAt(sourcePos, targetPos).LookVector
local magnitude = 5 -- how powerful you want the knockback to be
humanoid.Parent.Torso.AssemblyAngularVelocity = lookVector * magnitude
Otherwise you would have to manually calculate the direction of the knockback, which sucks.
Ok, I’ll try that out. Will it have the right direction? Like if the target is moving away from me, I don’t want the knockback force to go to the wrong direction.
It should calculate at the instance you want it to, you may have to change the magnitude to see the effect
AngularVelocity? Don’t you want to use LinearVelocity?
Oh yea sorry, I forget they had two different properties for that.
Is it better to use assemblyvelocity or applyimpulse() ?
Didn’t even know ApplyImpulse was a thing, but it sounds like it’d work.
WAIT! Make the hit player face the hitter before knocking them back with the lookvector.
What will happen if the source is at the top of the target, what will happen to the knockback force direction?
Setting AssemblyLinearVelocity directly might lead to unrealistic motion so its preffered to use ApplyImpulse.
But this can only be used if the ownership is on the server right
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