My current script: (that fires the part)
local spellPart = game.ReplicatedStorage.Spells.Ignis.IgnisSpell:Clone() spellPart.Parent = game.Workspace spellPart.CFrame = tip.CFrame local bv = Instance.new("BodyVelocity") bv.Parent = spellPart bv.velocity = ((mousehit - spellPart.Position).unit) * 150
(More code above that, but those arent essential to this.)
I have inside the "spellPart" a particle emitter, which is basically telling me that it's not rotating properly. The particle emitter is back emitting, so if it were to be firing straight, the emitter would be a trail, but its inconsistent. Sometimes its a trail, sometimes it's not, basically, the part isn't rotating.
How would I go about changing the orientation/rotation to the straight direction the part is traveling?
Since you are giving spellPart a BodyVelocity I will assume that it is unanchored.
To keep the spellPart's orientation, you can use a BodyGyro and the second parameter of CFrame.new()
local spellPart = game.ReplicatedStorage.Spells.Ignis.IgnisSpell:Clone() spellPart.Parent = game.Workspace spellPart.CFrame = tip.CFrame local bv = Instance.new("BodyVelocity") bv.velocity = ((mousehit - spellPart.Position).unit) * 150 bv.Parent = spellPart local bg=Instance.new("BodyGyro") --set the direction to change where the spellPart points to --destination must be a vector3 bg.CFrame=CFrame.new(spellPart.Position,destination) bg.MaxTorque=Vector3.new(400000,400000,400000) bg.Parent=spellPart