#knockback

1 messages · Page 1 of 1 (latest)

pulsar canyon
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im tryna make a knockback for a combat system im making but i cant figure it out, it works but its like really choppy the velocity for the knockback

the slow one is the real velocity the fast one is just so u can see more clearly

simple falcon
# pulsar canyon im tryna make a knockback for a combat system im making but i cant figure it out...

Ok so I found numerous errors with your script and I am not here to prove I am better than you please take my feedback and do not be pressed:

  1. Yes bodyvelocity is deprecated but they still work. Many popular games use it instead of linearvelocity since its honestly simpler than linearvelocities. Its the type of deprecated where yes linearvelocities are better but you arent doing bad if you use bodyvelocities, you can just use bodyvelocities and should imo

  2. Math.huge shouldn't be used for the MaxForce of the LinearVelocity. Try starting off with 10^3 / 1000 and increasing by a power of 1 until it works

  3. Idk what youre using RelativeTo for, another reason to use bodyvelocities

  4. Not really related to your script but you don't rlly need to use debris u can js use destroy imo but you do you

TL;DR

Swap to bodyvelocities and dont use math.huge

pulsar canyon
simple falcon
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How do you think it waits

pulsar canyon
simple falcon
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Ive heard its useless

pulsar canyon
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i see people using debris a lot more than task.delay

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damn

simple falcon
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But ask around

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Dont take my word for gold

pulsar canyon
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alr

split salmon
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i think because linearvelocity has a lot of modes too

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like line, vector3, etc