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.
