It still glitches like it did in the beggining.
Also, i think that the new way to get the rotation is quite useless, since it already rotated the right way from the beggining.
The rotation part is because Orientation accepts angles in Y,X,Z. Anyway, an easier way to do it is to avoid orientation and tween the CFrame separately instead:
while true do
local EndPos = workspace[FollowName].HumanoidRootPart.Position
local TweenI = TweenInfo.new((Missile.Position-EndPos).Magnitude/Speed, Enum.EasingStyle.Linear)
local TweenIO = TweenInfo.new(0.1, Enum.EasingStyle.Linear)
local TweenPlay = TS:Create(Missile, TweenI, {Position = EndPos})
local TweenOplay = TS:Create(Missile, TweenIO, {CFrame = CFrame.new(Missile.Position, EndPos)})
TweenPlay:Play()
TweenOplay:Play()
wait(.1)
end
Though Iād only recommend that as part of learning tweening and Iād recommend you use BodyMovers or find a more elegant approach otherwise.
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