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

1

I suppose key value's isn't equal to "t", "e", "g" or "f". Set a new variable, ex: keyLower = key:lower()

0

variables aren

1

Set breakpoints and use the debugger

2

Script works fine, make sure that the brick is unanchored...

0

^Above^ Delete line six

1

Oh,.... I thought I made sure the brick was unanchored before running the test -_- facepalm