wait(1) local player = game.Players.LocalPlayer local Mouse = player:GetMouse() local humanoid = player.Character.Humanoid local s = humanoid:LoadAnimation(game.StarterPack.Fireball.Animation) Player = script.Parent.Parent Character = Player.Character Mouse = Player:GetMouse() usable = true debounce = false function onKeyDown(key) if debounce == false then debounce = true key = key:lower() if key == "f" and usable then usable = false s:Play() player.Character.Humanoid.WalkSpeed = 16 wait(.73) local x = Instance.new("Part") x.TopSurface = "Smooth" x.BottomSurface = "Smooth" x.Shape = "Ball" x.Transparency = .7 x.BrickColor = BrickColor.new("Bright red") x.Size = Vector3.new(10, 10, 10) local z = Instance.new("Fire") z.Parent = x z.Size = 12 z.Heat = 12 local p = Instance.new("ParticleEmitter") p.Parent = x p.Texture = 'http://www.roblox.com/asset/?id=357461316' p.Lifetime = NumberRange.new(.5,1) p.Size = NumberSequence.new(5) p.Transparency = NumberSequence.new(.5) p.Rate = 50 local b = Instance.new("BodyForce") b.Force = Vector3.new(0,0,0) local y = Instance.new("BodyVelocity") y.maxForce = Vector3.new(math.huge, math.huge, math.huge) y.velocity = Character.Torso.CFrame.lookVector*80 y.Parent = x x.Parent = game.Workspace x.CFrame = Character.Torso.CFrame*CFrame.new(0, 0, -12) x.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then hit.Parent.Humanoid:TakeDamage(20) if x then x:Destroy() end end end) wait(3.5) x:remove() wait(.6) usable = true end debounce = false end end Mouse.KeyDown:connect(onKeyDown)
I tried to use BodyForce, I put it on 0,0,0 to give it 0 gravity so the brick won't spawn under the terrain I'm standing on. But the brick still has gravity and still spawns under the terrain. How do I fix?
First of all, you might want to set the part's position manually. "Removing gravity" on the part won't stop it from spawning under the terrain.
Second, setting a BodyForce of 0,0,0 does literally nothing. What you need to do is have the BodyForce push upwards to counter gravity. Here's what you're going to have to set it to:
--Make sure to define BodyForce and part first BodyForce.force = Vector3.new(0, 196.2, 0) * part:GetMass()