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# How can i apply physics impulses/set a part's velocity relative to itself or another part?

i'm trying to make a gun that ejects bullet casings out of its ejection port to the right, but every method i've found regarding setting/changing velocities is relative to the world so the casing always flies to the "east" so when i move the casing starts going in the wrong direction.

the methods i've tried so far are:

casing:ApplyImpulse()
casing:ApplyImpulseAtPosition()
casing.AssemblyLinearVelocity =

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Have you tried CFrame.LookVector? T3_MasterGamer 473 — 5d
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what do you mean? TheDude646 72 — 5d
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its where the casing is facing or any part Puppynniko 236 — 4d
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i figured it out TheDude646 72 — 4d