local sphere = game.Workspace.Sphere
local clickDetect = script.Parent.ClickDetector
clickDetect.MouseClick:Connect(function(player)
local part = Instance.new("Part")
part.Position = Vector3.new(sphere.Position.X,sphere.Position.Y,sphere.Position.Z)
part.Size = sphere.Size
part.Color = Color3.new(1, 0.564706, 0.0627451)
part.Parent = game.Workspace
part.Transparency = 0.6
part.Anchored = true
part.Shape = sphere.Shape
part.CanCollide = false
task.wait(1)
player.Character.PrimaryPart.Position = Vector3.new(part.Position.X,part.Position.Y,part.Position.Z)
part.Anchored = false
part.CanCollide = true
end)
The code above should create a sphere when clicked. The player should teleport IN the sphere.
The player gets pushed out and I am trying to find a way for the player to stay put in the sphere.
reygenne1
(chipgenne1)
July 19, 2022, 3:39pm
#2
roblox built-in default spheres don’t have those sort of holes for average character sizes to fit in so it pushes them out instead, you can fix this if you use a different type of mesh part
What I’m trying to do is to turn of collisions for the sphere so the player can get in. I am looking for a way to make the player freeze in the sphere so it does not get pushed out.
reygenne1
(chipgenne1)
July 19, 2022, 3:47pm
#4
you need to use a weld constraint so the player is glued to the sphere and disable their core animations (optionally)
Something happend, but…
I am not supposed to control it, anyway I can fix this?
Current code:
local sphere = game.Workspace.Sphere
local clickDetect = script.Parent.ClickDetector
clickDetect.MouseClick:Connect(function(player)
local weild = Instance.new("WeldConstraint")
local part = Instance.new("Part")
part.Position = Vector3.new(sphere.Position.X,sphere.Position.Y,sphere.Position.Z)
part.Size = sphere.Size
part.Color = Color3.new(1, 0.564706, 0.0627451)
part.Parent = game.Workspace
part.Transparency = 0.6
part.Anchored = true
part.Shape = sphere.Shape
part.CanCollide = false
task.wait(1)
weild.Parent = player.Character.PrimaryPart
weild.Part0 = part
weild.Part1 = player.Character.PrimaryPart
weild.Enabled = true
player.Character.PrimaryPart.Position = Vector3.new(part.Position.X,part.Position.Y,part.Position.Z)
task.wait(1)
part.Anchored = false
part.CanCollide = true
end)
reygenne1
(chipgenne1)
July 19, 2022, 4:05pm
#8
humanoid1.PlatformStand = true
2 Likes