Hi, I'm pretty new to scripting and was wondering if it's possible to move a model's individual parts with velocity without breaking it? What I'm trying to do is make a model that's launchable- so it's possible that I'm going in the complete wrong direction. However, with what I have right now (see below), I am able to get the individual parts to launch almost perfectly. My only issue is that the entire model just falls apart because they aren't anchored. Is there some way I can prevent this? Or perhaps a different approach?
local ReplicatedStorage = game:GetService('ReplicatedStorage') local FireEvent = ReplicatedStorage:WaitForChild('evt_fireBall') --remote event local orb = game.Workspace.Orb FireEvent.OnServerEvent:Connect(function(player, mousePos) -- Create new object local proj = orb:Clone() local caster = Instance.new('StringValue') local parts = proj:GetDescendants() local speed = 500 --Caster info caster.Value = player.Name caster.Name = 'Caster' caster.Parent = proj --proj info proj.Name = 'proj' proj.Parent = game.Workspace proj.PrimaryPart = proj.nCircle --unanchor + moving the projectile for i , v in pairs(parts) do if v:IsA("BasePart") then v.Anchored = false v.Velocity = v.CFrame.lookVector * speed v.CFrame = CFrame.new(player.Character.RightHand.Position, mousePos) end end --Moving the proj --Attach damage script local projScript = game.ServerStorage:FindFirstChild('FireBallDamage'):Clone() projScript.Parent = proj end)
I'm not sure if all that code is necessary but I thought I'd give you all that I have, just incase.