local cframe = script.Parent.Parent.PrimaryPart.CFrame script.Parent.Parent:SetPrimaryPartCFrame(cframe * CFrame.Angles(0, math.rad(90), 0)) script.Parent:SetPrimaryPartCFrame((CFrame.new(script.Parent.EnemyPart.Position) + (Vector3.new(0.1,0,0))))
How would I do this without the model returning to it's original rotated state?