So, I want the ball to be thrown where the person is looking. Here is the code: Note: It does nothing when being thrown.
Mouse = game.Players.LocalPlayer:GetMouse()
Player = game.Players.LocalPlayer
Character = Player.Character
Torso = Character.Torso
Part = game.Workspace.Part
Part.Anchored = true
Mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "f" then
for i = 1, 10 do
wait(0.000000001)
Part.Size = Part.Size + Vector3.new(1,1,1)
Part.Position = Part.Position + Vector3.new(0,2,0)
end
while true do
wait(0.00001)
Part.CFrame = Part.CFrame * CFrame.fromEulerAnglesXYZ(0.5,0.5,0.5)
end
end
end)
Mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "g" then
for i = 1,10 do
wait(0.000000001)
Part.Size = Part.Size - Vector3.new(1,1,1)
Part.Position = Part.Position - Vector3.new(0,1,0)
end
end
end)
Mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "e" then
local fire = Instance.new("Fire",Part)
fire.Size = 50
fire.Heat = 50
end
end)
Mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "t" then
local Bv = Instance.new("BodyVelocity")
Bv.Parent = Part
Bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
Bv.velocity = Character.Torso.CFrame.lookVector * 100
end
end)

6 comments
I suppose key value's isn't equal to "t", "e", "g" or "f". Set a new variable, ex: keyLower = key:lower()
variables aren
Set breakpoints and use the debugger
Script works fine, make sure that the brick is unanchored...
^Above^ Delete line six
Oh,.... I thought I made sure the brick was unanchored before running the test -_- facepalm