So recently BodyThrust Is deprecated thus forcing me to use VectorForce, which Is actually easy to control than BodyThrust (To read about VectorForce use on this link: https://developer.roblox.com/en-us/api-reference/class/VectorForce). So anyways I decied to re-script It so It has VectorForce. The way I do It Is to add a attachment which Is parented In the newBullet (The bullet) and made newBulletThrust Instance to VectorForce, everything works besides the position of the bullet, the bullet appears to work but doesn't go to the right place, It just doesn't go to the attachment of the handle (Yep, In the tool there Is an attachment to the handle which Is places next to the muzzle) It just stays In the same places even when I move, Ill make a video soon but Im going to school soon so anyway here Is the script:
local tool = script.Parent local pew = tool:WaitForChild("Pew") local debounce = false tool.Activated:Connect(function() if not debounce then debounce = true pew:Play() local newBullet = Instance.new("Part") local newBulletThrust = Instance.new("VectorForce") local newBulletAttachment = Instance.new("Attachment") newBullet.Parent = game.Workspace newBulletThrust.Parent = newBullet newBulletAttachment.Parent = newBullet newBulletThrust.Attachment0 = newBulletAttachment newBulletThrust.Force = Vector3.new(0,0,-10000) newBullet.BrickColor = BrickColor.Blue() newBullet.Position = script.Parent.Handle.Attachment.Position newBullet.Orientation = script.Parent.Handle.Attachment.Orientation newBullet.Size = Vector3.new(1,1,1) newBullet.Touched:Connect(function(hit) local humanoid = hit.Parent:WaitForChild("Humanoid") if humanoid then humanoid:TakeDamage(20) end end) wait(1) newBullet:Destroy() wait(1) debounce = false end end)
First, since you're setting the position and orientation of the bullet equal to the attachment you could just use
.CFrame, so you can replace lines 19 and 20 with
newBullet.CFrame = script.Parent.Handle.Attachment.CFrame. The next thing that I saw in your code was that when you added the event listener the bullet destroy function was outside of it. This means that after you create a listener 1 second later you delete the bullet whether or not the listener was triggered. A fix would be this, replacing line 22 to 31:
newBullet.Touched:Connect(function(hit) local humanoid = hit.Parent:WaitForChild("Humanoid") if humanoid then humanoid:TakeDamage(20) end wait(1) newBullet:Destroy() end) wait(1) debounce = false
I really hope this helped! If it did please mark it as the answer, otherwise just comment if there are any errors. Good Luck!