Is there some sort of special rule for FilteringEnabled that prevents CFrame and BodyVelocity from working together? Because I can't think of any other reason as to why my fireball isn't moving.
local RS = game.ReplicatedStorage local FBE = RS.fireballE FBE.OnServerEvent:connect(function(Player) Character = Player.Character local fb = Instance.new("Part", workspace) fb.Shape = "Ball" fb.BrickColor = BrickColor.new("Bright red") fb.Transparency = 0.7 fb.BottomSurface = "Smooth" fb.TopSurface = "Smooth" fb.Anchored = false PE = Instance.new("ParticleEmitter",fb) PE.Color = ColorSequence.new(Color3.new(255,131,43)) PE.LightEmission = 0.5 PE.LightInfluence = 0.3 PE.Size = NumberSequence.new(5) PE.Texture = "rbxassetid://1038411245" PE.Transparency = NumberSequence.new(0.7) PE.ZOffset = 3 PE.Name = "Fire" PE.Lifetime = NumberRange.new(0.5) PE.Rate = 37 PE.Speed = NumberRange.new(0) fb.CFrame = Character.Torso.CFrame *CFrame.new(0,1,-10) BV = Instance.new("BodyVelocity") BV.Parent = fb BV.maxForce = Vector3.new(math.huge,math.huge,math.huge) BV.velocity = Character.Torso.CFrame.lookVector * 90 end)
More importantly
fb.CFrame = Character.Torso.CFrame *CFrame.new(0,1,-10) BV = Instance.new("BodyVelocity") BV.Parent = fb BV.maxForce = Vector3.new(math.huge,math.huge,math.huge) BV.velocity = Character.Torso.CFrame.lookVector * 90
Note: The fireball is not anchored. Another note: Even though it's unanchored, it acts as if it is. I think it has to do with the CFrame line.
Demonstration: GyazoLink
UPDATE It's inconsistent, sometimes the fireball will move, most of the time it won't.