It’s not that it’s more universal. Coordinate frames posess both the spatial position, and it’s orientation. The position property, a Vec3, posesses only its position in space. In RBX, positioning an obj with the ‘Position’ property unfortunately has the added ability to clip your object above/below the position dependent on what else occupies that space.
1 Like
local seconds = game.Workspace.Time
local ingame = game.Workspace.InGame.Value
local Game = game.Workspace.Game.Position
local GameTwo = game.Workspace.GameTwo.Position
while true do
wait(1)
seconds.Value = seconds.Value - 1
if seconds.Value == 0 and ingame == 0 then
ingame = 1
seconds.Value = 60
local teleport = game.Players:GetChildren()
for i = 1, #teleport do
teleport[i].Character:MoveTo(Vector3.new(Game.X, Game.Y, Game.Z))
game.Workspace.LavaRiseScript.Disabled = false
end
end
if seconds.Value == 0 and ingame == 1 then
ingame = 0
seconds.Value = 15
local teleport = game.Players:GetChildren()
for i = 1, #teleport do
teleport[i]:LoadCharacter()
end
end
end
Like I said it’s getting the position before the part has moved
replace
teleport[i].Character:MoveTo(Vector3.new(Game.X, Game.Y, Game.Z))
with
teleport[i].Character:MoveTo(workspace.Block.Position)