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Local CasterValue = Instance.new("ObjectValue", Model) Local Model = Instance.new("Model", SpellsFolder) Here is some more code I tried: EnergyBallEvent.OnServerEvent:Connect(function(Player, MouseClickLocation) Motion.Velocity = ((MouseClickLocation - ).Unit*100)ĭisabledItems = nil Local Motion = Instance.new("BodyVelocity", Ball) If Character:FindFirstChild("LeftHand") thenīall.Transparency = Ball.Transparency - 0.012ī = - 0.006 Local CasterValue = Instance.new("ObjectValue", Ball)īall:SetNetworkOwner(nil) -removing or modifying thisīall.BrickColor = BrickColor.new(0, 255, 255)īall:SetNetworkOwner(nil) -or this have no effect that is visible Local Ball = Instance.new("Part", SpellsFolder) Humanoid:LoadAnimation(script.EnergyBallAnimation):Play() If Humanoid.Health > 0 and not DisabledItems thenĭisabledItems = true Local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
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Here is my code that I tried: EnergyBallEvent.OnServerEvent:Connect(function(Player, MouseClickLocation) How can I remove the issue while keeping both balls? If I remove one of the balls so the projectile is just one ball, my issue is gone. The actual projectile is a less transparent ball inside of a bigger, more transparent ball, connected by a weld. I tested shooting at the ground so at an angle so it will go slower, but it seems the the ball freezes when it reaches a certain distance from the player, not a certain time. This only happens the first minute of playing. I shoot it then half a second through flight it seems to stop in mid air for a quarter of a second then continue. I am using body velocities, but the issue is is that it seems laggy. I am trying to make a projectile (Energy ball) for my game.
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