#How would I even fix this problem

1 messages · Page 1 of 1 (latest)

paper herald
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This is a script that, as you can see, flings the players in the direction they are facing, it will be weaker but for testing purposes it is set to be stronger than it will be. That being said, when the function is triggered the player gets flinged, but sometimes they get flinged in the wrong direction, and sometimes they barely move at all. and sometimes it just works. also i have tried it as intended and it still happens

ivory relic
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vector3(500,10,500)*lookvector

thick vapor
# paper herald This is a script that, as you can see, flings the players in the direction they ...

you're setting BV.Velocity wrong
plr.Character.HumanoidRootPart.CFrame.LookVector is already the direction the character is facing, so all you have to do is say how much you want to fling the character by
you could do:

local speed = 500
BV.Velocity = plr.Character.HumanoidRootPart.CFrame.LookVector * speed

it's also probably a good idea to check if the humanoidrootpart exists to avoid errors where the player dashes but there's no humanoidrootpart in the character :)

paper herald
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but thanks