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#183522359Saturday, February 13, 2016 7:14 PM GMT

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#183522575Saturday, February 13, 2016 7:17 PM GMT

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Haggie125
#183522776Saturday, February 13, 2016 7:19 PM GMT

You can sort of get the direction a part is facing using its CFrame, then use that to shift it around local Direction = Part.CFrame.lookVector --Vector3 1 stud away from 0,0,0 in the direction the part is looking
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#183522946Saturday, February 13, 2016 7:21 PM GMT

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nicemike40
#183523422Saturday, February 13, 2016 7:27 PM GMT

You could also do this: part.CFrame = part.CFrame * CFrame.new(0, 0, -1)
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#183523548Saturday, February 13, 2016 7:28 PM GMT

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#183524304Saturday, February 13, 2016 7:38 PM GMT

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DatOneHaxor
#183524738Saturday, February 13, 2016 7:43 PM GMT

Hmm This Is Interesting, Do You Want It To Target Something?
ray_revenge
#183525115Saturday, February 13, 2016 7:48 PM GMT

bodyvelocity.Velocity = part.CFrame.lookVector * speed
ray_revenge
#183525269Saturday, February 13, 2016 7:50 PM GMT

if you're trying to do it on other axes then use this: local axis = Vector3.new(0,1,0) --positive Y bodyvelocity.Velocity = part.CFrame:vectorToWorldSpace(axis)*speed
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#183525630Saturday, February 13, 2016 7:56 PM GMT

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#183526150Saturday, February 13, 2016 8:02 PM GMT

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#183527326Saturday, February 13, 2016 8:16 PM GMT

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nicemike40
#183541749Saturday, February 13, 2016 11:38 PM GMT

Position is global. It is a Vector3. CoordinateFrame (position/rotation combined) is local. It is a CFrame. The part's CFrame.lookVector is also a Vector3, one that points in the direction of the front of the object with length of 1 stud. So you can do this: local SPEED = 20 while wait() do part.Position = part.Position + part.CFrame.lookVector*SPEED/30 --the /30 is because this runs per frame end , which directly changes the position (this means that your part will 'jump' on top of other objects it's going to intersect), or you can do this: while wait() do part.CFrame = part.CFrame * CFrame.new(0, 0, -1*SPEED/30) end , which affects the CFrame (this means the part will go straight through objects; it's the better option IMO).

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