I want to make a dragon ball z supernova - like attack and i have EVERYTHING figured out (remoteevents, key detection, part minipulation, meshes) exept one thing; THE WAY IT WILL MOVE!!!!!!! i have this in a part of my code for this super nova attack in a script

wait(1)
game.Players:GetPlayerFromCharacter(Char).GetMouse().MouseButton1Down:Connect(function()
for i = 0,1000,.01 do
	wait()
	Char.a.CFrame = Char.a.CFrame  + game.Players:GetPlayerFromCharacter(Char).GetMouse().Target
end
wait(10)

and i can make it teleport, but cant figure out to make it MOVE to the target with a limit to how far it can go. please help <:(

3 comments

0

part.cframe = Mouse.Hit.Position

0

that dosnt make sense, i tried Char.a.CFrame = game.Players:GetPlayerFromCharacter(Char):GetMouse().Hit.Position, and it said in outpu "attemp to index a nil value", i dont understand how to do this. even if i did get this part, i want the part to slowly MOVE not teleport, HOW WOULD I DO THAT? and not only that- i want it to have a limit to how far it can go which is 1000 studs.

0

Tweening Service can help move an object smoothly