#Basing player movement on a parts rotation (solved)

5 messages · Page 1 of 1 (latest)

tardy girder
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the code:

slow bronze
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i may be wrong

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but you could kinda like shift lock

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PrimaryPart.CFrame *= CFrame.new(PrimaryPart.Position, EnemyPrimary.Position) * CFrame.yAxis

or this should work im pretty sure

tardy girder
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made it work by having the player move towards the target only when W is held, bit janky but oh well