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Hedr0n
#182078850Thursday, January 21, 2016 12:46 AM GMT

while LeftMouse and wait() do MouseRay = Ray.new(Torso.Position + Vector3.new(0, 5, 0), (Torso.Position - Mouse.Hit.p).unit) local Part, Hit = game.Workspace:FindPartOnRayWithIgnoreList(MouseRay, Ignore) local Direction = CFrame.new(Torso.Position, Mouse.Hit.p).lookVector local Distance = math.min((MouseRay.Origin - Hit).magnitude, 15) Mover.Position = Torso.Position + (Direction * Distance) + Vector3.new(0, 3, 0) print(Distance, 15, Part, Hit) end Rogered.
CreativitiesUnity
#182078924Thursday, January 21, 2016 12:48 AM GMT

heyyy trigonometry https://www.youtube.com/watch?v=EbLo9fU_3jw&feature=youtu.be&t=152
morash
#182078966Thursday, January 21, 2016 12:48 AM GMT

Raycasting strangely only goes to the length of the direction vector that is inputted. A unit vector is defined as having a length of one, so to extend your ray you would have to multiply it's direction by the length that you want the ray to be.
Hedr0n
#182079099Thursday, January 21, 2016 12:51 AM GMT

Okay, now how come when I click on the baseplate the Mover.Position = -2 Rogered.
Hedr0n
#182079788Thursday, January 21, 2016 1:01 AM GMT

Bump Rogered.
Hedr0n
#182080711Thursday, January 21, 2016 1:15 AM GMT

Bump

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