Hello! I have been looking around for a way to make it so not only there is a car spawner, but once a car is spawned and another person goes to the spawner and spawns a car the first persons car is not deleted and so on. I hve looked around but have not been able to find a tutorial. Anyone know what to do?
You can just have a copy of the car in ReplicatedStorage or ServerStorage and Clone it to workspace every time someone wants to respawn it.
Sorry I’m struggling to understand what you’re asking, are you trying to make a spawning button similar to jailbreaks? (when a user fires it, it checks the magnitude of the last spawned model, if it’s outside of a set radius, it passes and clones the model into the workspace)
To do so you would need to first make a Folder with all the cars that you would want and then in the spawner you would need to add a check which checks if the previous car’s magnitude is far enough from the radius of the spawner. When all of that is done, it simply copies the car, parents it to workspace and then changes it’s primarypart’s position to be next to the spawner.
In a nutshell, it just checks if the previous car isn’t near the radius of the spawner and if it isn’t it just copies the car from ServerStorage or anywhere and teleports it next to the spawner.
I’ve seen people use Model:MakeJoints() which seems like a more smooth way to do it. Using clone doesn’t have a preset position, but MakeJoints does and you don’t need a variable for it.
You just need the model in ServerStorage, and then when a player steps on the button the script runs Model:MakeJoints().
Yeah, that’s why you clone the original and then parent it.
But Instance:MakeJoints() is less work, so you don’t have to do that.