Help Needed for destroyed parts position

Hey! I’m writing to ask for some scripting support

I’m trying to figure out how to get a parts position when it touches the ground it spawns in shards and for some reason I can’t figure out how to spawn the shards to the position to where the part fell

I can’t change the position of the clone in workspace

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then after the part falls it gets destroyed and its just the shattered glass

1 Like

hello!
the reason you cant change the position of the shards in the workspace is because the shards are a model, which need to be moved with the :PivotTo() function.

if you are want something simple, you can just get the position of the teapot (Teapot.Position) and then iterate over the teapot shards in a for loop.
you can
so something like:

local function shatterTeapot()
    local shardClone = shards:Clone() --It is a good habit to use Camel Case in variable names

    for _, shard in pairs(shardClone:GetChildren()) do --Iterates over all of the shards
        if shard:IsA("BasePart") then --Double check that shard is a part (in the case you have a script or something in the shards model)
            shard.Position = Teapot.Position
        end
    end
end

you could also do

shard:ApplyImpulse(Vector3.new(0, 5, 0)) --Adjust amount as needed

to make the shards go up in the air after shattering :coefficients:

Thank you so much for that, I’ve tested it and now it works like it’s supposed too

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