I shoot my FireBall with Q and it goes foward and it's fine but when I spam it, it gets anchored but when it gets unanchored it sometimes doesn't do it and it is stuck on a line or something..
I am using "Play" not "Run" in studio I am using a LocalScript and a Script that is the damage inside the LocalScript I want my script to be able to be charged by holding Q and when released, gets shot foward
Of course, here is the script-
wait(0.5) Player = game.Players.LocalPlayer Mouse = Player:GetMouse() Character = Player.Character Enabled = true ButtonDown = true
local UserInputService = game:GetService("UserInputService") game:GetService("UserInputService").InputBegan:connect(function(input,gameprocesed)
if input.KeyCode == Enum.KeyCode.Q then
if Enabled == false then return end
Enabled = false
BV = Instance.new("BodyVelocity")
x = Instance.new("Part")
a = Instance.new("ParticleEmitter")
BP = Instance.new("BodyPosition", Character.HumanoidRootPart)
BG = Instance.new("BodyGyro", Character.HumanoidRootPart)
S = script["Damage"]:clone()
S.Parent = x
S.Disabled = true
x.CFrame = Character.HumanoidRootPart.CFrame*CFrame.new(0,0,0)
local Pos = Mouse.Hit.p
BG.D = 100
BG.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
BG.cframe = CFrame.new(Player.Character.HumanoidRootPart.Position, Pos)
BP.Position = Player.Character.HumanoidRootPart.Position
BP.maxForce = Vector3.new(math.huge, math.huge, math.huge)
local Color1 = Color3.new(1,0,0)
local Color2 = Color3.new(1,1,0)
local keypoints = {}
x.Shape = "Ball"
x.Material = "SmoothPlastic"
x.Parent = Character
x.Transparency = 1
x.CanCollide = false
x.Orientation = Vector3.new(-90, 0, 0)
a.Parent = x
BV.maxForce = Vector3.new(math.huge, math.huge, math.huge)
BV.velocity = Character.HumanoidRootPart.CFrame.lookVector*100
BV.Parent = x
a.Color = ColorSequence.new(Color1,Color2,Color1)
a.LightEmission = 1
a.LightInfluence = 1
table.insert(keypoints, NumberSequenceKeypoint.new(0, 6.94, 0))
table.insert(keypoints, NumberSequenceKeypoint.new(0.422, 2.19, 0))
table.insert(keypoints, NumberSequenceKeypoint.new(1, 0, 0))
local multiValueSequence = NumberSequence.new(keypoints)
a.Size = multiValueSequence
a.Rate = 1000
a.Rotation = NumberRange.new(1000)
a.RotSpeed = NumberRange.new(1000)
a.Speed = NumberRange.new(10)
a.EmissionDirection = "Bottom"
a.Lifetime = NumberRange.new(1)
a.Texture = "rbxassetid://341300088"
x.Anchored = true
UserInputService = game:GetService("UserInputService")
UserInputService.InputEnded:Connect(function(input)
if ButtonDown == true then
if input.KeyCode == Enum.KeyCode.Q then
ButtonDown = false
S.Disabled = false
x.CFrame = Character.HumanoidRootPart.CFrame*CFrame.new(0,0,-3)
x.Anchored = false
BP:Destroy()
BG:Destroy()
end
while ButtonDown == false do wait(5)
Enabled = true
x:Destroy()
ButtonDown = true
end
end end) end
end)

2 comments
Wait so what happens exactly when you spam q?
What happens is that at random times it gets anchored and stays there and sometimes it works