I am trying to make it so that the player can press shift to do a dash/boost. Using Player.Character.Torso.Velocity only makes it relative to the world axis. I tried using BodyThrust.Force, but it isn't a valid member... Any ideas for a work around for Velocity or proper usage of BodyThrust?
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Applying force to torso relative to self?
1 answer
✓ Accepted answer
As EgoNoose said, use the lookVector of the torso and multiply it by the speed you want
ex:
local speed = 50
local force = torso.CFrame.lookVector * speed -- force is now relative to where torso is facing
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Ok thanks! Just for reference of anyone that looks for this problem this is the line I used: Player.Character.Torso.Velocity = Vector3.new(Player.Character.Torso.CFrame.lookVector.X * speed,0,Player.Character.Torso.CFrame.lookVector.Z * speed)
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2 comments
Make their walkspeed bigger
Have you tried using the lookVector of the torso as a unit vector and multiplying that?