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is there any Alternative to Velocity in FE?

Asked by 5 years ago

As most know, Body Velocity and all that stuff isn't doesnt work in FE quite yet, and we have no idea when or if it will ever be implemented and fixed for FE. I have experimented with Raycast and it doesnt really do what i need it to do, i suppose i also dont understand it as well as i could, but i just feel as though there is another answer. The old now broken script used a body velocity, fired a few studs ahead of the players look vector... something like

local Ap = CFrame.new(tool.Parent.UpperTorso.Position, tool.Parent.Humanoid.TargetPoint)

Bolt.CFrame = Ap + Ap.lookVector * 4

and a loop that while the bolt exists, it moves freely with the mouse, and therefore, guidable.

while wait() do 


Bolt.BodyVelocity.velocity = ((tool.Parent.Humanoid.TargetPoint - p.Position).unit) * 100


bolt.Touched:connect(function(part)


end
end

this worked great, and i miss it now that roblox is forcing FE, and i cant find the best way to remedy the situation. Can Anyone help?

and if you happen to know when they are going to update the FE so that Body Velocities i'd be interested in knowing.

Thanks!

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wait() should NOT be your condition. User#19524 175 — 5y
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Well in any case thats not the issue, despite the fact that the wait() condition did the job, what i need is an alternative since velocity doesnt work in FE. What would you suggest instead of that condition? :) Manelin 2 — 5y
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the ) is missing on the end at line 10 the8bitdude11 358 — 5y
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thats not acctually in the script its just an example i wrote super fast in the question. Manelin 2 — 5y

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