Parachute not following players orientation

I have this script that gets the player’s height and if it’s below a certain amount it deploys a parachute. The issue is that this parachute doesn’t follow the players’ orientation when it is first spawned and I don’t know how to make it do that.

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This is the code that spawns the parachute

while true do
	if humanoidRootPart.Position.Y < 4400 and deployed.Value == true then
		if parachuteEnabled then return end
		if humanoidRootPart:FindFirstChild("Parachute") then return end

		parachuteEnabled = true

		local parachute = game.ReplicatedStorage:FindFirstChild("Parachute"):Clone()
		parachute.CFrame = CFrame.new(humanoidRootPart.Position + Vector3.new(0, 5, -0.3))
		parachute.Anchored = false
		parachute.Parent = humanoidRootPart

		local weld = Instance.new("WeldConstraint")
		weld.Part0 = character:FindFirstChild("HumanoidRootPart")
		weld.Part1 = parachute
		weld.Parent = humanoidRootPart

		local bodyVelocity = Instance.new("BodyVelocity")
		bodyVelocity.Velocity = Vector3.new(0, -10, 0)
		bodyVelocity.MaxForce = Vector3.new(0, 5500, 0)
		bodyVelocity.Parent = humanoidRootPart
	end
	task.wait()
end
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I think it’s probably because there’s nothing that’s going to rotate the parachute in the first place.

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Yeah I was wondering how do I add that.

You could constantly / consistently make the parachute’s primary part’s CFrame or the whole model (maybe using the Orientation property) face the same direction as the LookVector of the player’s humanoid root part.

I’m not very experienced with CFrame math so I can’t provide an example.

You could try using attachments and attach the parachute to the players model?

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You could also try using AlignOrientation to constantly have the parachute be aligned. But, use whatever if most efficient and works for you.