Cancolide script dosn't work on my clone

what teh title says.
what i did:

local frequency = 0.1 --delay between spawning clones
local killtime = 1 --how long to keep clones alive
local char = Player.Character or Player.CharacterAdded:Wait()
while wait(frequency) do
      spawn(function()
          Player.Character.Archivable = true
          local myClone = Player.Character:Clone()
          Player.Character.Archivable = false

   --ancor the parts so they dont move
   for _,des in ipairs(myClone:GetDescendants()) do
      if des:IsA("BasePart") then
				des.Anchored = true
				des.CanCollide = false
      end
   end

   myClone.Parent = workspace

   delay(killtime,function()
        myClone:Destroy()
   end)
end)
end

how do i turn the cancolide off??!?!??!?!

Is the clone supposed to be non collidable?

I don’t think there are any base parts in characters, I would try changing the line

if des:IsA("BasePart") then

to

    if des:IsA("Part") then

BasePart encompasses Part, Wedge, CornerWedge, Truss, etc…

If the character uses an R15 rig, the body parts will be both BasePart (Head, HumanoidRootPart) and MeshPart (everything else)

Try writing if des:IsA("BasePart) or des:IsA("MeshPart") then

uhhhhhh

Oops, I forgot a closing quotation: if des:IsA("BasePart") or des:IsA("MeshPart") then

emmmmmmm… it worked but the clone does not look like me

I’m assuming that’s because you’re destroying every descendent that is not a BasePart or MeshPart.

i edited, the clone looks werid

Try removing the line des:Destroy()

Basically what you’re doing here is removing every descendent from the character that isn’t a body part, i.e. face, accessories, clothes, etc…

i deleted the else too, or i shodn’t delete it

the staking is back!!! ahhhhhhhhhhhh