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# Fire Ball Script Will Not Rotate The Front To The Right Position?

AIetheo 236
3 years ago
Edited 3 years ago

So, I am making a fireball script when a player press F and it works except for the rotation of the fireball, i want the rotation to be facing the same way the player is facing and I don't know what I did wrong here.

Script:

local plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
CanShoot = true
In = false

repeat wait() until plr.Character
local char = plr.Character

mouse.KeyDown:connect(function(key)
if key == "f" then
if CanShoot == true  and In == false then
In = true
CanShoot = false
local part = Instance.new("Part")
local fire = Instance.new("Fire",part)
local Mesh = Instance.new("SpecialMesh",part)
fire.Size = 3.4
Mesh.MeshId = "rbxassetid://475201433"
Mesh.Scale = Vector3.new(0.1,0.1,0.1)
Mesh.TextureId = "rbxassetid://475201512"
part.Parent = workspace
part.Name = 'FireBall'
part.CanCollide = false
part.Anchored = true
part.Position = plr.Character.Torso.Position
local move = Instance.new("BodyVelocity", part)
move.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
move.Velocity = plr.Character.Torso.CFrame.lookVector*100
wait(3)
part:Destroy()
CanShoot = true
In = false
end
end
end)


The Problem Is At Line 26 And I Don't Know What I Did Wrong Here.

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Please don't use mouse.KeyDown. It is deprectaed. You should use ContextActionService or UserInputService. Plus, connect is depricated, use Connect. Plus, if you remove the second argument of Instance.new, then do the properties, after that, do [instacnename].Parent = [instanceparent] saSlol2436 701 — 3y

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Remove Line 26 and replace it with this. [MAKE SURE THE PART IS NOT ANCHORED!]

local move = Instance.new("BodyVelocity", part)
move.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
move.Velocity = plr.Character.Torso.CFrame.lookVector*100


Brief explaination; We will create an object called BodyVelocity. Then we will change the MaxForce (or max power) and changing the Velocity to face the character's direction, defined as plr.Character.Torso.CFrame.lookVector . lookVector is the property of CFrame, AND NO OTHER ELSE!! lookVector just means where an object is looking or where the surface called FrontSurface of a part is facing. You can change the 100 to something else since it tells how fast it is going, and 100 is kinda fast. Hope this helps!

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It does not work for me. AIetheo 236 — 3y
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Oh now I see the reason reading it one more time. You need to make sure the part is NOT anchored and CanCollide must be true. Sorry for the late response, I have been. CounterBoy123 53 — 3y