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Orb smash ability only dropping down, when I also want It to move as well (?)

Asked by 8 days ago

Hello!

I made a morph with a tool Inside of It, the tool Is an ability that creates a massive white orb (Which Is called "Divine Orb") which then the user forces the white orb to smash Itself to the ground while moving, currently I am dealing with a problem where when the user Is trying to force the white orb to smash Itself, Instead, It simply drops down without moving

****Expected Behavior The Divine Orb dropping down as well of moving like a projectile

**** Actual Behavior The Divine Orb does drop down, but It doesn't move, making the orb look like the sun Is falling down without the sun removing Itself from the center via moving

Sorry If It was confusing, I sometimes suck with telling things

Script:

local Tool = script.Parent
local Troll = Tool.Parent
local Animator = Troll.Humanoid:FindFirstChild("Animator")
local SummonAnimation = Troll:WaitForChild("Summon ball")
local Debounce = false

Tool.Activated:Connect(function()
    if not Debounce then
        Debounce = true
        Troll.Torso.Anchored = true
        local AnimationTrack = Animator:LoadAnimation(SummonAnimation)
        AnimationTrack:Play()
        wait(0.30)
        Troll:WaitForChild("Ball Summon"):Play()
        local MassiveBall = Instance.new("Part")
        MassiveBall.Parent = game.Workspace
        MassiveBall.Position = Troll.Torso.Position
        MassiveBall.Size = Vector3.new(1,1,1)
        MassiveBall.Shape = Enum.PartType.Ball
        MassiveBall.CanCollide = false
        MassiveBall.CastShadow = false
        MassiveBall.Material = Enum.Material.Neon
        MassiveBall.BrickColor = BrickColor.White()
        MassiveBall.Anchored = true
        for i=0, 50 do
            MassiveBall.CFrame = MassiveBall.CFrame+Vector3.new(0,1,0)
            MassiveBall.Size = MassiveBall.Size+Vector3.new(1,0,0)
            wait()
        end
        wait(1.40)
        local StudsPerFrame = -30
        for i=0, 30 do
            MassiveBall.CFrame = MassiveBall.CFrame+Vector3.new(0,1,MassiveBall.CFrame.LookVector*StudsPerFrame)
            wait()
        end
        game:GetService("Debris"):AddItem(MassiveBall,0)
        wait(1)
        Troll.Torso.Anchored = false
        Debounce = false
    end
end)

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