i am going and attack where you throw a scythe and the character that touches the scythe follows it to an end position
https://i.imgur.com/VXw2Jlf.mp4
I am currently using
spawn(function() local back = Vector3.new(0,0,-3) local up = Vector3.new(0,-3,0) local bv = Instance.new("BodyVelocity", character:FindFirstChild("HumanoidRootPart")) bv.Name = "Knockback" bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bv.Velocity = hrp.CFrame.LookVector * 25 + back + up game.Debris:AddItem(bv,.1) end)
I suggest using AlignPosition
instead of BodyVelocity
. Even though BodyVelocity
is deprecated and was replaced with AlignPosition
, AlignPosition
is more like a BodyPosition
– which would also fit better for this job than a BodyVelocity
.
local ap = Instance.new("AlignPosition", character:FindFirstChild("HumanoidRootPart")) local attach0 = Instance.new("Attachment", character:FindFirstChild("HumanoidRootPart")) local attach1 = Instance.new("Attachment", your_scythe) ap.Attachment0 = attach0 ap.Attachment1 = attach1 ap.Name = "Knockback" ap.MaxForce = math.huge game.Debris:AddItem(ap, .1) game.Debris:AddItem(attach0, .1) game.Debris:AddItem(attach1, .1)