The title says It all
Script:
local Tool = script.Parent local Debounce = false local TweenService = game:GetService("TweenService") Tool.Activated:Connect(function() if not Debounce then Debounce = true local BlizzardBall = Instance.new("Part",game.Workspace) BlizzardBall.Position = Tool.Parent.Torso.Position BlizzardBall.Anchored = true BlizzardBall.CanCollide = false BlizzardBall.Transparency = 0.5 BlizzardBall.CastShadow = false BlizzardBall.Material = Enum.Material.Ice BlizzardBall.Size = Vector3.new(1,1,1) BlizzardBall.Shape = Enum.PartType.Ball local TweenStuff = { Size = Vector3.new(10,10,10), CFrame = CFrame.new(0,10,0) } local Tweeninfo = TweenInfo.new( 1, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out, 0, false, 0 ) local Tween = TweenService:Create(BlizzardBall,Tweeninfo,TweenStuff) Tween:Play() wait(2) local TweenExplosionStuff = { Size = Vector3.new(150,150,150) } local TweeninfoExplosion = TweenInfo.new( 1, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out, 0, false, 0 ) local TweenExplode = TweenService:Create(BlizzardBall,TweeninfoExplosion,TweenExplosionStuff) TweenExplode:Play() BlizzardBall.Touched:Connect(function(hit) local Humanoid = hit.Parent:WaitForChild("Humanoid") if Humanoid then Tool.Parent.Humanoid.Health += 50 Humanoid:TakeDamage(50) Humanoid.WalkSpeed = 10 end end) wait(5) Debounce = false end end)
Can You push the ball at all? If you can't it means it is weld or anchored to a part in the middle of the map. Simply unanchor it or unweld it. If that's not the case see if your coordinates are right. Play with the numbers to see if it changes where it goes.
In your script there is:
local TweenStuff = { Size = Vector3.new(10,10,10), CFrame = CFrame.new(0,10,0) }
If you create a new CFrame as final position and give it coordinates, it is using those coordinates based on the Workspace and not your TweenPart.
If you just need Position movement relative to workspace and not Rotation or movement relative to the part, I recommend using the Position property and not CFrames.
Also you still need to set the TweenPart as starting point. To do that, just add it.
Example:
local TweenStuff = { Size = Vector3.new(10,10,10), Position = part.Position + Vector3.new(0,10,0) --We are adding to the coordinates of the TweenPart and therefore using it as starting point/offset }