game.ReplicatedStorage.SendRequest.OnServerEvent:Connect (function(Player,Target,Velocity,Damage)
Target.leaderstats.Damage.Value = Damage
if Target.Character.Torso:FindFirstChild("BV") == nil then
BV = Instance.new("BodyVelocity")
BV.Name = "BV"
BV.Parent = Target.Character.Torso
end
Target.Character.Torso.BV.Velocity = Velocity
wait (0.5)
Target.Character.Torso.BV.Velocity = Vector3.new(0,0,0)
Target.leaderstats.LastHit.Value = Player.Name
end)
So, when i was making this script, i initially just wanted to apply a velocity to the player, and have roblox physics just slow the player back down to a halt.
It didn't work because some one told me to make the object "wake up". He meant put another force on it, then apply the velocity, but he reccomended using body velocitys.
I used them, and they make knockback unnatural. How can i "wake up" the player and just put a normal velocity on them?

4 comments
A exploiter could just fire that event and damage 100 damage. Just saying.
I got FE on, besides, its a fighting game. If he takes time to try to rack up that damage, he will be killed in no time.
You seem to misunderstand FE. FE means that clients can only do what you authorize them to do. An exploiter can fire any remoteevent/function. This is why if you have a remotevent that adds a catalog item in, you NEVER pass the ID, instead you pass a number with an ID linked to it, so the exploiter is limited to what would normally be possible. FE does stop typical hacks, but you can still build i
Well, may i ask then how can i prevent exploitation? This script REQUIRES this remote event, as this apart of a punch script. The player presses a key, the player does a punch, the server then handles knock back. Is this something i cant fix, because this seems just a flaw with the whole prinicple of my script.