#projectile thing won't turn with the camera, only the original angle it was fired at.
43 messages · Page 1 of 1 (latest)
** You are now Level 19! **
Cuz you did not script that part
And use LinearVelocity instead of bodyVelocity, it is deprecated
What is your problem exactly
Why do you have character named player
Why do you anchor player
You copy tool's handle and throw it?
because your velocity is based on your hrpCframe lookvector
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
** You are now Level 14! **
oh i see it is because you set the velocity before the animation ends
instead of task.wait(0.75) do animation2.Ended:Wait()
you use cframe of Humanoid root part, which is not affected by animation
It shots in the direction your root part is facing
Try using torso instead
Why @bronze drum
Dw, I understand now
So you want it to shoot with right precision accuracy?
Assuming you flick with shiftlock you want it to go at that direction right?
Why not get the LookAt CFrame of RootPart?
@bronze drum
You dunno how to?
Yeah
CFrame.LookAt
Anyways, you have CFrame.new(MoveToPos, PosToLookAt)
A CFrame
not a Part's CFrame
or any object CFrame
Like this @bronze drum
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)
MoveToPos means it will move to the position of a given X,Y,Z coordinate/vector
It really depends on how you use it honestly
Show me how you did it
the script in particular
You tried to implement this CFrame example right?
Yeah
Well, mostly because LookAt is like 0,1,0
1 up in the Y(UpVector)
If you want it to follow your RootPart's orientation, you would need to get the rootPart's Position