shooting = true bullet = Instance.new('Part', Workspace) bullet.Name = 'Bullet' bullet.BrickColor = BrickColor.new('Orange') bullet.Anchored = false bullet.CanCollide = false bullet.Locked = true bullet.Friction = 1 bullet.FormFactor = 'Custom' bullet.Shape = 'Block' bullet.Size = Vector3.new(1, 1, 3) mesh = Tool.BulletMesh:clone() mesh.Parent = bullet bullet.CFrame = Tool.Barrel.CFrame bullet.CFrame = CFrame.new(bullet.Position, Vector3.new(Tool.BarrelPos)) bullet.Velocity = bullet.CFrame.lookVector * BulletSpeed
this Chunk of Code seems to be making the Bullet Fall!
Erm. I gather you're trying to make it so the bullet DOESN'T fall? I definitely know that in the LinkedRocketLauncher it uses BodyForce to keep the rocket floating. Try the same method.
Try using BodyVelocity it should work after this edit.
shooting = true bullet = Instance.new('Part', Workspace) bullet.Name = 'Bullet' bullet.BrickColor = BrickColor.new('Orange') bullet.Anchored = false bullet.CanCollide = false bullet.Locked = true bullet.Friction = 1 bullet.FormFactor = 'Custom' bullet.Shape = 'Block' bullet.Size = Vector3.new(1, 1, 3) Tool.BulletMesh:clone().Parent = bullet bullet.CFrame = Tool.Barrel.CFrame y = Instance.new("BodyVelocity",bullet") y.Velocity = Vector3.new(math.huge,math.huge,math.huge)
You can learn more about body velocity here
+1 if Helped and make sure that you tell the website I answered if this helped!