Roblox vector force

34,026 pages Explore Roblox platform Features Avatar Shop Community in: Properties in category VectorForce, Properties with no read security, Properties with no write security, …

Roblox vector force. If you enjoyed this scripting tutorial, please leave a like and subscribe :).

I know somewhat how to use vector force, or some other body mover, but I can't figure out how to make the player move towards the mouse position. All of the other posts are outdated and because they use the legacy body m… I know somewhat how to use vector force, or some other body mover, but I can't figure out how to make the player move ...

Aug 30, 2019 · I then detect when the player is pressing E and call this method. --Vector = (Hook.Position - Gear.RootPart.Position).unit function module:SetForce (Vector) self.Force.Force = Vector * self.Magnitude * self.Mass end. I read the wiki, and the force only needs direction and magnitude but it’s not working: 0:00 / 0:00. GyazoScreen Video. I will still try to incorporate the raycast function to stop the slide upon hitting a wall. Thanks! I am trying to make a slide system, but the player is tripping whenever they hit a slightly angled wall or a small bump. Here is a video: YouTube Video Here is the code that makes the force: local Slide = Instance.new (…This means I can't use it for things like boats, where I want to allow free movement on the X axis, but don't want to allow movement on the Y axis. However, @S0MBRX has the solution, which is that PlaneConstraint is the true replacement for BodyPosition. In the developer article for BodyPosition, it says that AlignPosition is the ...The function's limit is 1 ≥ x ≥ 0. In simple terms, lerp is used to get a point between two other points. For example say we had part1 and part2, we can position apart halfway between them using this. local Part1 = -- local Part2 = -- local Part3 = Instance.new ("Part", workspace) Part3.CFrame = Part1.CFrame:Lerp (Part2.CFrame,0.5) The ...When the character jumps he move faster in the air than on the ground when her rolls. I have a basic script that removes gravity from the equation by calculating mass.34,026 pages Explore Roblox platform Features Avatar Shop Community in: Properties in category VectorForce, Properties with no read security, Properties with no write security, …

A VectorForce simply applies a constant force which causes acceleration over time. A LinearVelocity will apply a varying force and attempt to maintain a specific velocity. To get a VectorForce to maintain a velocity, you need to adjust the force applied in real time according to the difference in current speed versus target speed.Here is how you can go about redeeming your Vector Fission codes in the game. Firstly, launch Vector Fission on Roblox. Next, click on the 'Settings' menu which can be found on the left, as seen above. After that, you will be taken to another menu, which will provide you with a text box. In that box, type in the codes we provided earlier in ...️ In this video I show you the best kriss vector setup in roblox phantom forces***** ️ 😀 Click for good luck - https://bit.ly/2FtKcDx ️ 💬 https:...I managed to solve this. local yy = Instance.new ("BodyVelocity") yy.maxForce = Vector3.new (math.huge, math.huge, math.huge) yy.Velocity = direction* (player.Power.Value/24) yy.Parent = part game.Debris:AddItem (yy,0.6) spawn (function () while wait (0.1) do yy.Velocity = yy.Velocity - Vector3.new (5,0,0) end end) I just changed the x factor ...2 Answers Sorted by: 1 Solved it. The product of workspace's gravity and part's mass is much higher than 1000 in my Force vector. Code below works as expected: jump_force.Force = Vector3.new (10, game.Workspace.Gravity * object.Mass * 1.35, -10) jump_force.Enabled = true wait (0.4) jump_force.Enabled = false Share Improve this answer FollowVector Movement Question. Help and Feedback Scripting Support. Dav_Jacobs (Dav_Jacobs) September 27, 2023, 11:29am #1. I am making a physics based controllable Rolling Ball (Not a humanoid). I want it, so that when player holds W (or thumbstick Up), the ball rolls the forward direction of the camera. And the same with all other directions, and ...Jan 19, 2023 · Try running the force and move it up from the ground to see if force gets applied. Or you could try this same technique with how you’d apply vectors on HumanoidRootParts; adding velocity to the part, as the VectorForce may not be able to produce the force alone. VectorForce help Scripting Support. Try applying velocity to your ...

May 21, 2022 · I am trying to force the player to the direction of the mouse. Everything works perfectly fine other then the fact that it only applies the force when I’m in the air. Here’s a clip: and here is the script: local char = plr.Character or plr.CharacterAdded:Wait() local humRP = char:WaitForChild("HumanoidRootPart") local vectorForce = Instance.new("VectorForce") local a1 = Instance.new ... I do not have a target position and my projectile is made to ricochet off barrier walls. The direction the projectile is facing after the ricochet is usually the same as it was before it hit the barrier. I have tried using the velocity vector but it is not working. So I’m not sure what I can use. There is no fancy scripting going on here.How to convert a vector of strings to a dataframe or matrix. 3. How to convert a numeric vector to a string in R? 13. Convert a vector of string to a vector of integer. 1. Convert string to vector. 0. How do i convert a vector of values into a string of a certain format. 1.KJry_s (Realism) October 1, 2020, 12:28pm #3. The max force is just the maximum the force can move around, if you got 2 forces 1 with a low max force and 1 with a high max force the one with the highest max force will overrule, As gravity is a force as well and if you wish to overrule this you gotta use a high max force to overrule the gravity.

Oru volleyball.

Roblox is a popular online gaming platform that allows users to create and play games created by other users. To enjoy the full experience, players need to install the Roblox game client on their devices.This sub-page is dedicated to the different types and effects of Recoil in Phantom Forces. Use the Table of Contents to easily navigate between the different types. Recoil is a physical effect of the gun pushing backwards or sideways, towards the player when a gun is being fired. This results in inaccuracies when being fired because the gun is thrusting towards …Cross ( other: Vector2): number. Returns the cross product of the two vectors. Dot ( v: Vector2): number. Returns a scalar dot product of the two vectors. Lerp ( v: Vector2, alpha: number): Vector2. Returns a Vector2 linearly interpolated between this Vector2 and the given goal by the given alpha.Output: --code. And to answer your question, you can refer to the Y position of Vector3s through its Y property: while true do game.Workspace.Pup.Position = game.Workspace.Pup.Position + Vector3.new (0,2,0) task.wait (2) if game.Workspace.Pup.Position.Y < 20 then else break end end. 1 Like. sebaxRTT …The Vector3 data type represents a vector in 3D space, typically usually used as a point in 3D space or the dimensions of a rectangular prism. Vector3 supports basic component-based arithmetic operations (sum, difference, product, and quotient) and these operations can be applied on the left or right hand side to either another Vector3 or a number.

i think the best way to do it, is to apply for example; a bodyForce to the player, and set its force to the inverse of the shotgun’s barrel CFrame.LookVector. I did something similar to add “recoil” to my tank and this is the result: 1 Like. letris (Roonski) December 9, 2021, 2:33am #5. If this the result youre looking for, then you can ...LineForce. The LineForce constraint applies a force along the theoretical line connecting its two Attachments. As the end points (attachments) move, the direction of force will change accordingly. When configuring this constraint, it may be helpful to study Roblox Units to understand how Roblox units compare to metric units. Name: string. The name of the EnumItem. Value: number. The integral value assigned to the EnumItem. EnumType: Enum. A reference to the parent Enum of the EnumItem.For example, the global y axis in roblox is perpendicular to the global x and z axes. There's a 90 degree angle between y and z axes and between y and x axes. There's also a 90 degree angle between x and z axes, so each of these axes is perpendicular to the other two. There are always two possible cross products for two vectors.Jun 23, 2022 · This here is my script: local part = script.Parent local part2 = game.Workspace.Cool while true do wait() local cframe = CFrame.new(part.Position, part2.Position) part.CFrame = cframe end I added a vector force constraint attached to the initial part that I want to fly torwards the other part, yet it does this: As you can tell I’m not too familiar with roblox’s physics engine. Developer Forum | Roblox BodyGyro/ VectorForce? Help and Feedback. Scripting Support. varjoy (variable) August 15, 2020, 5:47pm #1. Hi, so I want to make a Plane system. How can I achieve BodyGyro effect with VectorForce? or is there any other constraint I can use? Home ; Categories ; FAQ/Guidelines ...I'm trying to replicate BodyVelocity with a Max Force of Vector3.new(x, 0, x), but it seems that it is only to possible to set the Max Force of a Linear Velocity to a float value. So, I am wondering if there is another way. I was looking into Vector Force, but it seems to be affected by mass and friction unless I'm mistaken.Are you looking to create your own games on Roblox? Look no further than Roblox Studio, the powerful tool that lets you build immersive experiences for millions of players around the world. Here are some tips and tricks to help you get star...In order to find the momentum that is going to contribute towards the reaction force, vector projection will be utilized: Where p1 = position, v1 = velocity, R1 is the surface normal. Additionally, the smallest momentum will be given, ex the function will return R1 as momentum as that is the portion of the momentum that goes into collision and ...Here is how you can go about redeeming your Vector Fission codes in the game. Firstly, launch Vector Fission on Roblox. Next, click on the ‘Settings’ menu which can be found on the left, as seen above. After that, you will be taken to another menu, which will provide you with a text box. In that box, type in the codes we provided earlier in ...A roblox staff member has confirmed that a solution to replacing the Velocity component is .GetVelocityByPosition (), however you probably want to use .AssemblyLinearVelocity () or .AssemblyAngularVelocity (), all of this really depends on the context you are using it. Share. Improve this answer. Follow. answered Apr 12, 2022 at 23:13. 1BL1ZZARD.

The force of gravity is probably negating any upwards force applied by the VectorForce. The default gravity is ~192 studs/s^2, and if you were aiming straight up giving a force of (0, 2000, 0) then that would be completely negated by a mass of just 10.5 mass units. The best solution is probably to take gravity completely out of the picture ...

When looking up or down with the camera, the movement vector direction changes slightly. Aka: left / right input have a greater 'weight', resulting in a non diagonal movement vector, when pressed with the forward or backward input. This happens because the magnitude of the camera LookVector changes when the camera is rotated up or down.Humanoid. The Humanoid is a special object that gives models the functionality of a character. It grants the model with the ability to physically walk around and interact with various components of a Roblox level. Humanoids are always parented inside of a Model, and the model is expected to be an assembly of BasePart and Motor6D; the root part ...Dec 18, 2021 · So far your formula seems similar to the unity one. local neededForceMultiplyer --Based on displacement local minimumForce -- based on gravity Force.Force = Vector3.new ( 0, minimumForce * neededForceMultiplyer, 0 ) It’s 7:00 minutes in. I suggest looking towards unity, they already had mesh deformation before roblox and hence Gerstner waves ... For whatever reason I cannot figure out how to keep this thing at a constant hover rather than this crazy bounce. Anyone handy with physics? local Force = script.Parent.Part:GetMass () * game.Workspace.Gravity * 1.5 local SuspensionHeight = 5; local function Lerp (a, b, t) return a * (1-t) + (b*t) end local function RayDown (Part) local Cast ...Hello, I'm trying to make a dash system that similar to "The strongest battlegrounds" or "Z Battlegrounds" dash system My issue is that I don't know what should I use for that (body velocity, vector force, etc…) I tried body velocity but I don't know how to make it move to where the player looking and how to slow down The body velocity part of my script: local bv = instance.new ...I want a knockback system whenever you get damaged. For this, I'm using BodyVelocity (I know it's deprecated; you can suggest other alternatives if you want) but I don't understand how to knock a player in the opposite direction they're facing. I just need to know how to calculate the velocity.Specifies the global wind vector for animated terrain grass, dynamic clouds, and particles. Gravity: number. ... (see Roblox Units), used to calculate the aerodynamic force if Workspace.FluidForces is Experimental. The default corresponds to realistic sea level air density at standard temperature and pressure.How to use VectorForces in Roblox Studio (& Anti-Gravity Effect) B Ricey 14.1K subscribers 40K views 3 years ago Roblox Constraints & Forces In this video, I show you how to use...In this video, I show you how to use VectorForces, a type of constraint in Roblox Studio. I also show you how to create an anti-gravity effect with VectorForces …

Ku mizzou tickets.

Kansas state mbb schedule.

The BodyPosition object applies a force on a BasePart such that it will maintain a constant position in the world. The Position property, not to be confused with BasePart.Position, controls the target world position. This is the translational counterpart to a BodyGyro. If you need further control on a force applied to an object, consider using ...In physics, velocity refers to speed and direction. This is represented by a vector, and in our case Roblox’s Vector3 type since this is 3D space. Force causes acceleration, also known as a change in velocity. The longer a force is applied, the more acceleration is applied. More force is needed to accelerate a heavier object to the same speed.The issue may change: BodyVelocity, VectorForce or LinearVelocity are have different distances: if you dash while standing (touching the floor) then force will be heavily decreased (friction I think, but already tried to set it to 0), and if you dash in mid-air then force will launch you like a rocket.I want to achieve: change the body velocity to a vector force. keep the slide power as same as before. SlideButton.MouseButton1Down:Connect (function () if Sliding then return end Sliding = true SlideAnimationPlay:Play () -- animation Slide:Play () -- tween for camera offset local slide = Instance.new ("BodyVelocity") slide.MaxForce = Vector3 ...I recommend you to make the balloon, and all of the tool parts massless, and when equipped, insert a new instance of vector force in the player's humanoid root part. Make sure to apply the force at the center of the mass (its a boolian property) and then just set the Y force to desired amount. You will also probably need to make an attachment ...if the part doesn't move, just up the force. Humanoids are quite obese. You should look into VectorForces. These apply a constant force to an attachment (and all limbs of player characters have some). They apply a steady force to whatever it's applied to, and takes zero scripting if you leave it static. A thing to note about humanoids, they ...Jun 10, 2022 · It will do some maths and return another vector3 but customized. You can try changing the antifriction and default variables if you want 1 to be faster or slower, same with the antifriction. Code: antifriction = 174 default = 14 function vectorToForce (force, vector) part = force.Attachment0.Parent mass = part.AssemblyMass result = Vector3.new ... Fixed it myself I am trying to Change the position of a part through a textbutton Vector3 is not changing the position neither Orientation ethrough script. I printed something after the function executed to see that the function was running. I am using a script(not local script) The script is child of the textbutton And the script is under startergui. -- wait(20) script.Parent.Visible = true ...Knockback script for my combat system only works for dummies for some reason. When tested with dummies, it works perfectly fine. However when tested with real players, it does not move the player or it moves targets in a weird way that is not in connection with the player hitting the target. Does this have something to do with network ownership? I tried setting the network ownership to the ...So, how would I go about calculating a Vector3 to always face "forward" of the player, while ignoring the rotation of the player, example: To give context, I have this code, bF.Force = (Vector3.new(0, gravMass * forceVector.Y, 0) + player.Character.PrimaryPart.CFrame:vectorToWorldSpace(Vector3.new(gravMass * -forceVector.Z, 0, gravMass * -forceVector.X))) / partCount Which applies a force ...where inputRollDir returns a vector representing the direction the player wants to move (e.g. humanoid:GetMoveDirection and P is some number that makes the ball match the rollSpeed more or less "aggressively". E.g. a P of 1 makes the ball get to a speed of 10 in like 5 seconds, but a P of 100 makes it reach it in just a few frames.X cannot be assigned to. So, I'm a bit new to Lua. I've only been scripting with it for like a month and a half. I came across a problem when trying to assign the position of an object. script.Parent.Position.X = 136 script.Parent.Position.Y = -20 script.Parent.Position.Z = 112. ….

In projectile motion, a equation can be used to solve. We can use a horizontal equation for this. Use x = x (subscript 0) + v (subscript 0) t + 1/2g t^2. x subscript 0 is just the initial velocity of the projectile in its horizontal component. x is the range of the horizontal component/ trajectory, 1/2gt^2 is 1/2 of the value of gravity ...rb.AddForce (Vector2.up * jumpVelocity); doesn't make character jump (Unity2D) I am pretty new to unity and have followed a tutorial on how to add the ability to move and jump to the player. The movement works fine but no matter what I do the jumping does nothing. Any help would be appreciated!Hello, I'm trying to make a dash system that similar to "The strongest battlegrounds" or "Z Battlegrounds" dash system My issue is that I don't know what should I use for that (body velocity, vector force, etc…) I tried body velocity but I don't know how to make it move to where the player looking and how to slow down The body velocity part of my script: local bv = instance.new ...Force is a vector quantity; its units are newtons, N. Forces can cause motion; alternatively forces can act to keep (an) object(s) at rest. Further infor-mation on types of force can be found in leaflet 2.3 (Types of Force). A resultant force is the single force which represents the vector sum of two or more forces. ForHelp and Feedback Scripting Support. Trial_Green (Trial) March 21, 2022, 3:02am #1. I am making a throwing system where when the player clicks their mouse it sends a ball flying. I use the player's HumanoidRootPart's LookVector from CFrame and times it by 1000 to create the force to send the ball flying. However, it's accuracy isn't ...RatiusRat (Boopmaster) April 7, 2022, 4:28pm #12. You have to understand that a vectorforce will constantly apply a force to accelerate the object, if you don't change the force quantity then it will accelerate infinitely. So you will have to get the current speed and if it's over the speed limit then find the difference then apply the ...how would I turn a positive number negative or overwise flip the number in Roblox Lua? 4 Likes. ChipioIndustries (chipio) May 29, 2019, 6:11pm #3. Just try math.abs(number goes here)*-1. That'll get the absolute (positive) value and then reverse it. 22 Likes. Elttob (dphfox ...Applying a force against Roblox gravity wouldn't look glitchy, and there is no effect on physics with an empty force. The question is purely about performance. I think option C would be the best as it provides a balance and does not involve a huge amount of creating/destroying instances as I know Instance.new() has notoriously poor performance. Roblox vector force, Feb 9, 2023 · The issue may change: BodyVelocity, VectorForce or LinearVelocity are have different distances: if you dash while standing (touching the floor) then force will be heavily decreased (friction I think, but already tried to set it to 0), and if you dash in mid-air then force will launch you like a rocket. , The BodyThrust object applies (or exerts) a force relative to the part to which it is parented at a specific location. It behaves similar to a BodyForce, except that this object's force applies at a specific point ( BodyThrust.Location ), allowing you to exert a [torque] [1] (rotational force). To apply a force dynamically so that a part ..., How to use LinearVelocity, i think bodyvelocity was better, i quite dont understand this one, i already readed the documentation my settings to apply force on a bodyvelocity are this local bodyvelocity = Instance.new ("BodyVelocity") bodyvelocity.MaxForce = Vector3.new (50000, 0, 50000) bodyvelocity.P = 15 …, Textures alone shouldn't cause lag anyway, since all they are are just images. they actually do cause lag (1 texture takes 5 mb from the clients memory, and i have 1 place with around 30 textures with mild lag). ill experiment with loading the textures in repl storage and setting the texture ids only if they are close to the player and then if ..., I know, I’m just saying you need a lot of force for an object to move due to mass and friction. But, you are right. “A VectorForce will apply its force on the Parent of its Constraint.Attachment0, but the location where the force is applied is determined by the VectorForce.ApplyAtCenterOfMass property”., The way to do this in roblox is on a touched event check the objects velocity at collision. Then divide that by their mass's That was the force outputted on that part assuming both are unanchored. ... For example, if your Y position is lower, like if the surface is below the object, the vector of the force is pointed upwards, likewise if the ..., Oct 21, 2023 · When using vector force, parts disappear? Help and Feedback Scripting Support. scripting. FlawedFunction (FlawedFunction) October 21, 2023, 3:09am #1. This code is being made in an attempt to make a fluid sim. The issue is I expect the particles to be pushed away from each other. Instead they just disintegrate on spawn? , First of all ROBLOX groups parts that are connected via joints together into one physics model. Yes, that is right. ROBLOX treats connected parts as one physics body. This makes sense, the ..., Apr 15, 2022 · Try adding a drag force in a new vector force factor that will counteract the movement force. local vehicleVelocity= vehicle.AssemblyLinearVelocity local dragFactor = 1 -- Just some number try adjusting it local dragForce = -dragFactor *vehicleVelocity*vehicleVelocity dragVectorForce.Force = dragForce. , The force of gravity is probably negating any upwards force applied by the VectorForce. The default gravity is ~192 studs/s^2, and if you were aiming straight up giving a force of (0, 2000, 0) then that would be completely negated by a mass of just 10.5 mass units. The best solution is probably to take gravity completely out of the picture ..., I Ran So FAST I Entered The SPEED FORCE... ⚡Multiverse Reborn - https://www.roblox.com/games/8186306701/FIRST-CODE-Multiverse-Reborn#!/store🆂🅾🅲🅸🅰 ..., NeededForce = BodyMass * WantedAcceleration. For example, this simple script would create a part floating in the air as the acceleration caused by the bodyforce counteracts the acceleration caused by the gravity. local p = Instance.new ("Part") local bf = Instance.new ("BodyForce") bf.Force = p:GetMass () * Vector3.new (0,workspace.Gravity,0 ..., Hello everyone! in this tutorial ill be showing you 5 methods for making a door in roblox1.Cancollide Door2.Hinge Door3.On Click Door4.Buttons Door5.Aimated ..., I want to give it a number and it will go in that direction. You can use BodyVelocity to move something. For example, this script makes a part move in the x axis when touched by a player. local part = script.Parent --variable to define what part is part.Touched:Connect (function (hit) --event that fires when part is touched if hit.Parent ..., @AstonAceMan is correct. I will elaborate more though. The Camera's LookVector can be used for moving forward (though I would suggest removing the Y part of the vector so as not to be pushing into the ground). For going backwards, multiply the lookVector by -1, and then by the movement multiplier. For left and right, use workspace.CurrentCamera.CFrame.RightVector., rb.AddForce (Vector2.up * jumpVelocity); doesn't make character jump (Unity2D) I am pretty new to unity and have followed a tutorial on how to add the ability to move and jump to the player. The movement works fine but no matter what I do the jumping does nothing. Any help would be appreciated!, LinearVelocity.MaxAxesForce. Maximum force along each axis that the constraint can apply to achieve the target velocity. Only used if ForceLimitMode is PerAxis and VelocityConstraintMode is Enum.VelocityConstraintMode|Vector. The axes used to apply the limit correspond to the Class.LinearVelocity.RelativeTo|RelativeTo` property. Maximum force ..., Roblox is a global platform that brings people together through play. Roblox is ushering in the next generation of entertainment. Imagine, create, and play together with millions of people across an infinite variety of immersive, user-generated 3D worlds. Log In. Sign up and start having fun!, Right. The way I did it was divide the vector by the sum of its components. By components, I mean its x-, y-, and z-values. Don't just use 1.4, that was just the example for (0.7, 0, 0.7)! For (0, 0, 1), the sum of its components would be 0 + 0 + 1 = 1, and the resulting vector should be the same: (0, 0, 1)/1 = (0, 0, 1). EDIT: Since you brought up negative values, get the sum of the ..., If you want to make a Vector3 point towards a location in Roblox, you need to use the CFrame data type and its methods. Learn how to do it with this helpful thread from the Roblox Developer Forum, where you can also ask questions and share your ideas., Problem: When the bike is being run on a server with players, the bike physics acts up when a player approaches. I'm not sure if this is a bug with the current studio engine. Physics when on the "Run" test as shown here: Physics when on the "Play" test as shown here: VectorForce Calculation: local t = primary.Orientation.Z local f = -balancePID:Calculate(dt, 0, t) vf.Force = Vector3 ..., External Media My issue is that mover constraints dont see to affect mesh parts. As shown here, two parts one a mesh part and another a normal part. Both the same vector force with attachment however, only one moves. The other only moves if I set the force to a giant number which just makes it glitch and teleport out of existence. Both …, The components of the force in the x, y, and z directions are Fx, Fy, and Fz. The resultant of two forces F1 = F1xi + F1yj + F1zk and F2 = F2xi + F2yj + F2zk is the vector sum of those forces: (4.2) A moment ( torque) is defined as the moment of a force about (with respect to) a point. The moment of the force F about the point O is the cross ..., The vector offset can now be used to calculate the direction that the part has to continue in. Think of this as the direction portion (the second parameter) of Ray.new(). Get the .Unit of that vector offset and multiply it by the custom BlastPressure that you calculated before. Then apply that new velocity to the part., The Vector3 data type represents a vector in 3D space, typically usually used as a point in 3D space or the dimensions of a rectangular prism. Vector3 supports basic component-based arithmetic operations (sum, difference, product, and quotient) and these operations can be applied on the left or right hand side to either another Vector3 or a number. , Hello, I am working on a Plane System that is based off of Sleitnick's Biplane. Currently I am working on the Thrust portion of the plane. After testing, it appears my plane doesn't move until close to -43000 on the Z axis of the VectorForce. My issue is, once it crosses that mark, it accelerates super, super fast. Here are some code snippets that might help with figuring out the problem ..., An easy way to replicate this is by changing the CameraType to Enum.CameraType.Watch.. If you wish the player to be unable to right-click and drag their mouse (note this will remove the ability to click on certain parts (ClickDetectors), then you could just make a TextButton appear over the whole screen of the player., I have a test gun and I guess you can call it a bullet but when I shoot the bullet it doesn't go in the direction of where the gun is pointing, sometimes it will but then sometimes it'll go right of the gun or left. here is my script, its a server script that's placed in the gun. I tried comparing the properties of my vectorforce and by making a new once inside a random part but cant ..., Mar 22, 2022 · If you know the unit vector of where you want to go, it’s as simple as multiplying the unit vector by the desired length (force): -- Multiply by (1, 0, 1) to remove the Y axis local force = ( (unitVector * length) * Vector3.new (1, 0, 1)) -- Add Y axis force here. I’m not entirely sure what you’re doing, but I believe the unit vector in ... , The components of the force in the x, y, and z directions are Fx, Fy, and Fz. The resultant of two forces F1 = F1xi + F1yj + F1zk and F2 = F2xi + F2yj + F2zk is the vector sum of those forces: (4.2) A moment ( torque) is defined as the moment of a force about (with respect to) a point. The moment of the force F about the point O is the cross ..., Sections of my movement script that counteracts gravity: attachment.Position = prim.Position attachment.Parent = prim force.Attachment0 = attachment force.Force = Vector3.new (0, workspace.Gravity * prim:GetMass (), 0) force.RelativeTo = "Attachment0" force.ApplyAtCenterOfMass = true force.Parent = prim. Any help is appreciated!, Start with a position and velocity which we can use the above equations to find the projectile’s path. Find where this path intersects with in game geometry. Reflect the current velocity against the geometry’s surface. Use the intersection position and reflected velocity to repeat from step 1 as many times as desired., So, how would I go about calculating a Vector3 to always face “forward” of the player, while ignoring the rotation of the player, example: To give context, I have this code, bF.Force = (Vector3.new(0, gravMass * forceVector.Y, 0) + player.Character.PrimaryPart.CFrame:vectorToWorldSpace(Vector3.new(gravMass * -forceVector.Z, 0, gravMass * -forceVector.X))) / partCount Which applies a force ...