#projectile thing won't turn with the camera, only the original angle it was fired at.

43 messages · Page 1 of 1 (latest)

viscid void
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Elaborate with the camera?
I don't understand what you mean, sorry

cobalt fulcrumBOT
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studio** You are now Level 19! **studio

wind acorn
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Cuz you did not script that part

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And use LinearVelocity instead of bodyVelocity, it is deprecated

silk shard
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What is your problem exactly

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Why do you have character named player

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Why do you anchor player

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You copy tool's handle and throw it?

wind acorn
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because your velocity is based on your hrpCframe lookvector

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could you video your problem im not sure to understand like when you shoot that projectile while being shiftlock it works as it should be

cobalt fulcrumBOT
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studio** You are now Level 14! **studio

wind acorn
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oh i see it is because you set the velocity before the animation ends

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instead of task.wait(0.75) do animation2.Ended:Wait()

viscid void
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Use CFrame's second property CFrame.New(MoveToPos, PosToLookAt)

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That maybe?

silk shard
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you use cframe of Humanoid root part, which is not affected by animation

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It shots in the direction your root part is facing

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Try using torso instead

viscid void
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Why @bronze drum

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Dw, I understand now

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So you want it to shoot with right precision accuracy?

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Assuming you flick with shiftlock you want it to go at that direction right?

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Why not get the LookAt CFrame of RootPart?

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@bronze drum

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You dunno how to?

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Yeah

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CFrame.LookAt

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Anyways, you have CFrame.new(MoveToPos, PosToLookAt)

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A CFrame

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not a Part's CFrame

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or any object CFrame

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Like this @bronze drum

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local part1 = workspace.Part
local part2 = workspace.Part2

while wait(1) do 
part.CFrame = CFrame.new(part1.Position, part2.Position)
--Is equivalent to

-- CFrame.new(MoveToPos, PosToLookAt)
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MoveToPos means it will move to the position of a given X,Y,Z coordinate/vector

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It really depends on how you use it honestly

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Show me how you did it

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the script in particular

viscid void
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Yeah

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Well, mostly because LookAt is like 0,1,0

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1 up in the Y(UpVector)

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If you want it to follow your RootPart's orientation, you would need to get the rootPart's Position