Explosion spawning at 0,0,0 instead of correct position

Hi

I’m having an issue where explosions won’t spawn in the correct position, but rather always at 0,0,0 in the world

I’ve tried setting the position to where it should be with no luck

Here’s a video of the issue: https://gyazo.com/cc4592b216da167b0ee05f8bff92e201

Code:

script.Parent.RemoteEvent.OnServerEvent:Connect(function(lplr)
	if active == true then
		if deb == false then
			deb = true;

			local cl = script.Parent.Handle:Clone();
			cl.Parent = workspace;

			cl.Anchored = false;
			cl.ExplosionTick:Play();
			cl.PointLight.Enabled = true;
			
			cl.Music:Stop();

			wait(script.Parent.Handle.ExplosionTick.TimeLength + 1.5);

			local explosion = Instance.new("Explosion");
			explosion.BlastRadius = 20;
			explosion.ExplosionType = Enum.ExplosionType.NoCraters;
			explosion.Position = Vector3.new(cl.Position + Vector3.new(0,2,0));
			explosion.Parent = cl;
			cl.Boom:Play();

			wait(1);

			explosion:Destroy();
			cl:Destroy();

			wait(2);

			deb = false;
		end
	end
end)
1 Like

Common mistake is to Vector3.new a Vector3 value which creates 0,0,0.

I believe it should be all good if you remove that extra constructor.

			explosion.Position = (cl.Position + Vector3.new(0,2,0));