function fire(vTarget)

	local vCharacter = Tool.Parent;
	
	if vHandle == nil then
		print("Handle not found")
		return 
	end
	local dir = HRT.CFrame.lookVector
	--dir = computeDirection(dir)

	local missile = Rocket:clone()

	local pos = HRT.Position + (dir * 5)
	local EggY = HRT.Orientation.Y
	missile.Position = pos
	missile.CFrame = CFrame.new(pos,  pos + dir)
	missile.Orientation = Vector3.new(0, EggY, 0)
	
	local bodyForce = Instance.new('BodyForce', Rocket)
	bodyForce.Name = 'Antigravity'
	bodyForce.force = Vector3.new(0, Rocket:GetMass(), 0)

	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	if vPlayer == nil then
		print("Player not found")
	else

	end
	
	missile.RocketScript.Disabled = false
	
	missile.Parent = game.Workspace
	
	missile:SetNetworkOwner(vPlayer)
	
	local CreatorTag = missile.CreatorTag
	vPlayer = CreatorTag.Value
	
	SpawnPart.ParticleEmitter.Rate = (200)
	wait(0.01)
	SpawnPart.ParticleEmitter.Rate = (0)	
	

end

The script above is for a rocket launcher in my game that had issues with the rocket not flying smoothly. I found out it was because of the Network Owner issue. So I added the SetNetworkOwner line at 36 and it flies perfectly smoothly now. However, after adding that line, the rocket seems to have gravity. I have no idea how changing the Network Owner could affect the rocket's actual flight, but it doesn't fly straight anymore. It falls as it flies, like gravity now applies to it, which didn't happen before. Any ideas?

2 comments

0

:playerFromCharacter() should be :GetPlayerFromCharacter, :clone should be :Clone(). In addition, you don't need to add parenthesis around numbers(unless you like to do that). This doesn't really solve anything except fix things that are deprecated. Here's an article on deprecation and why methods/properties/classes get deprecated: https://www.robloxdev.com/articles/Deprecation 

0

Well thanks for correcting those deprecated terms. I just took the anti gravity code from Roblox's standard rocket launcher and added them mine and it works. I think setting the rocket's NetworkOwner to the player takes it out of the client so gravity then applies to it. It works fine though.