Yea sure. Not sure how it will affect anything but here:
The script clones the pet and then puts it in the character.
Yea sure. Not sure how it will affect anything but here:
The script clones the pet and then puts it in the character.
Have you tried using attachments to validate its position?
I don’t really see how I could use attatchments for this??
As noted before, I think this is a much better way to approach this.
Welds are similar the same as attachments @deOrcus as said. That’s why they are used within humanoid accessories to properly position hats and stuff.
I don’t think you get what I am trying to do. When you face forwards it faces fowards like I want but when you turn a bit it changes where it is cloned.
How does that fix the issue I am having at all??
Are you trying to make it follow instead of attached? I don’t think you stated this in your post.
No. I just want it to face forward and stay on the shoulder. It does not follow you just stay on ur shoulder. Like one of them shoulder pets but I want it in the air a bit not on the shoulder.
I really am not sure how to make this more clear…
Non the less, If you use a loop to make the pet follow it tweened whilst setting its cframe to an attachment.
Make sure, the part is not anchored.
function changePosition(position, root, pet)
local cframe = CFrame.new(position, position + root.CFrame.LookVector)
pet.Position = cframe;
end
changePosition(Vector3.new(0, 0, 0), humanoidRootPart, petInstance)
The part being anchored will not affect anything? I want the dam pet to be face forwards so this will not affect anything.
By the way it is not.
Yes, it will, your code is welding it. If the part is anchored it simply can not move no matter what. [ANCHORED]
That will not make it at the side though will it?? I want it to be near the shoulder of the user above a little. This will not do that will it??
tbh i don’t really understand how your script works, if you don’t loop assigning the position then the pet will never follow you.
But I don’t want it to move??
I am using positions and WeldConstraint for a reason. If I wanted the dam pet to follow the user I would not have WeldConstraint in place. The issue is not when the player walks it is when the player spawns one when they are at the angel then it will not spawn the way they are looking but away.
You can use welds instead and modify the attachments orientation like in the post I sent to orient it properly lol to face forwards.
Welds give more control over orientation then weld constraints. Weld constraints I find buggy if the characters are moving.
How many times do I need to state inside this dam post I do not want the pet to folllow the character.
The reason I have WeldConstraint in place is so that the pet stays on the character shoulder. The issue I am having is if you add the pet when ur at an angel it will not face fowards but at a diffrent angel.