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COMMUNITY QUESTION

Bullet Falling Problem?

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!

2 answers

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.

3 comments

0

Not BodyForce, BodyVelocity.

0

No. BodyVelocity moves it forwards, BodyForce counters the downwards momentum.

0

I need Realasticity... use my script check it

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

BodyVelocity

+1 if Helped and make sure that you tell the website I answered if this helped!

3 comments

0

but do I have to use BodyVelocity? can the NaturalVelcoity not do the ork?

0

Use BodyVelocity

0

the Bullet still keeps falling... but once, it got up instead of don and that gave me an idea about making Shells :D but something is not right :/

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