Ok… I posted something on this yesterday but still haven’t resolved this problem.
I’m trying to make a bubble gum simulator type of game. I made the gum and I have a script firing a remote event and resizing it like this:
gum.Size = gum.Size + Vector3.new(1,1,1)
Every time it resizes it goes around the player. If this doesn’t make sense, maybe you can try my game and see for yourself:
I currently have the gum as an accessory being cloned and then parented to the player. Should I do this or make it a weld, then re-weld it every time the gum resizes? Any ideas?
Have you ever tried doing this with Motor6Ds instead of welds?
I haven’t. I’m honestly not good at all with graphic designing and things like that, I focus more on scripting. How would I do this?
You do it the same way you weld. Motor6Ds are basically welds, but with less restrictions
Ok, I’ll try it out. Thanks for the suggestion
Ok… I used a motor 6D and I currently have this code:
game.ReplicatedStorage.IncreaseGravity.OnServerEvent:Connect(function(plr,increase)
plr.leaderstats.Bubbles.Value = plr.leaderstats.Bubbles.Value + 1
local humanoid = plr.Character:WaitForChild("Humanoid")
humanoid.JumpPower = humanoid.JumpPower + increase
plr.Character.Gum.Size = plr.Character.Gum.Size + Vector3.new(1,1,1)
plr.Character.Gum.CFrame = plr.Character.Head.CFrame:ToWorldSpace(CFrame.new(Vector3.new(plr.Character.Gum.Size.X/2,0,0)))
end)
whenever I move the Gum with the toworldspace, it moves the character along with it…
Motor6d will cause the character to index the part as a limb, same as an arm or a leg. So when you move the gum, it moves the character so you dont splice yourself. I suggest you either use a weldconstraint instead, or use a renderstepped function to move it at the right position, clientside, then when you change the size, also change the position so it moves forwards instead of just expanding over the player.