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.
