I’m making a throwable grenade that you can drop by unequipping after you pull the pin, but when I drop the grenade instead of dropping where I’m holding the tool it drops in front of the player. Here is the event for dropping:
script.Parent.Handle.Drop.OnServerEvent:Connect(function(player)
if active == true then
local grenade = tool.Handle:Clone()
print(tool.Handle.CFrame)
grenade.CanCollide = false
grenade.Collision.CanCollide = true
grenade.CFrame = tool.Handle.CFrame
print(grenade.CFrame)
grenade.Parent = workspace
local BAV = Instance.new("BodyAngularVelocity")
BAV.Parent = grenade.Collision
BAV.AngularVelocity = Vector3.new(0,0,0)
grenade.ThrowS:Play()
tool:Destroy()
wait(0.15)
grenade.Touched:Connect(function()
if sdebounce == false and grenade.Transparency ~= 1 then
sdebounce = true
local ids = {3039962927,3039919106,3039963296}
grenade.Bounce.SoundId = "rbxassetid://"..ids[math.random(1,#ids)]
grenade.Bounce:Play()
wait(1)
sdebounce = false
end
end)
wait(FuseTime)
Explosion(grenade)
end
end)
Example of whats happening:
https://gyazo.com/5df07574affdda816edb8ba98d0bc416