Help with Beam and head rotation

I tested it my self and found that you need to get the char when they activate not when the script first runs.

Change clonedBeam.Weld.Part0 = char:FindFirstChild(“Head”)
to clonedBeam.Weld.Part0 = Tool.Parent:FindFirstChild(“Head”)

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i did it and:

im half way there

--||Service||--
local Runservice = game:GetService("RunService")
local UserInput = game:GetService("UserInputService")
local RS = game:GetService("ReplicatedStorage")
--||Variables||--
local Tool = script.Parent
local Beam = RS.BEAMPART
local Debounce = true
local flare1 = Tool.Handle.Flare1
local flare2 = Tool.Handle.Flare2

Tool.Equipped:Connect(function()

	flare1.Parent = Tool.Parent:FindFirstChild("Head")
	flare2.Parent = Tool.Parent:FindFirstChild("Head")

	flare1:Emit(5)
	flare2:Emit(5)
end)

Tool.Activated:Connect(function()

	if Debounce then

		Debounce = false

		print(Tool.Parent.Name)

		local clonedBeam = Beam:Clone()
		clonedBeam.Parent = workspace
		clonedBeam.Weld.Part0 = Tool.Parent:FindFirstChild("Head")
		clonedBeam.Weld.Part1 = clonedBeam
		clonedBeam.Weld.C0 = CFrame.new(0, 0, 21) * CFrame.Angles(0, 90, 0)
		clonedBeam.Weld.C1 = CFrame.new(0,0,0)


		task.wait(1)

		clonedBeam:Destroy()

		Debounce = true

	end

end)


Radians instead of degrees. Negative instead of positive.
CanCollide = false
Massless = true

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it worksed

it worked tysm!!!

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