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Having complications with BV and CF in FilteringEnabled, suggestions?

Asked by
kfish98 16
6 years ago
Edited 6 years ago

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.

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