For some reason, the blast doesn't follow the position of the mouse. It goes in diffrent locations based on the player's rotation.
RC.OnServerInvoke = function(player,empty,hum,car,pli,play,mouse)
hum.WalkSpeed = 0
wait()
empty = false
local block = Instance.new("Animation")
block.AnimationId = blockid
local BlockTrack = hum:LoadAnimation(block)
BlockTrack:Play()
wait(0.5)
local blast = Instance.new("Part")
blast.Parent = game.Workspace
blast.CanCollide = false
blast.BrickColor = BrickColor.new("White")
blast.Material = Enum.Material.Neon
blast.Size = Vector3.new(4,4,30)
blast.CFrame = car.HumanoidRootPart.CFrame * CFrame.new(0,0,5)
local body = Instance.new("BodyForce")
body.Force = play
body.Parent = blast
wait(1)
block:Destroy()
hum.WalkSpeed = 16
empty = true
end
```local mouse = pli:GetMouse()
local play = mouse.Hit.lookVector * 100```
Evidence:
Any suggestions/ solutions ?

6 comments
Try Mouse.hit.P instead of mouse.hit.LookVector
Its because, on your script line 2 the script its basically saying where the player looks face the camera up lookvector * 100
“ Try Mouse.hit.P instead of mouse.hit.LookVector” do I just write “P” or “Position”
How do I get the mouse without referencing the player
I finally managed to solve it by adding the mouse.Hit feature inside the InputBegan function and it worked. Thanks to everyone that helped
How do I make the question answered