Hello. I am wanting to make a local part (a part different for every player) kind of like the coin in MM2.
I have tried putting the part in replicated storage and duplicating it in Workspace with a local script.
Hello. I am wanting to make a local part (a part different for every player) kind of like the coin in MM2.
I have tried putting the part in replicated storage and duplicating it in Workspace with a local script.
Did it not work when you tried to clone the part from replicated storage? What’s the issue?
When I tried to clone it, nothing happened.
Can I see your script?
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I was trying to show it but I can’t format the code.
Click on reply > Preformatted text > paste your code where it tells you to
This is under a part under a model.
script.Parent.Parent:Clone().Parent = workspace
Could you show me your explorer layout?
It’s a localscript.
No scripts work in ReplicatedStorage and LocalScripts only work when it is parented under Player.Character or Player.PlayerScripts
Scripts and local scripts do not run inside replicated storage. You should probably put a local script in StarterPlayerScripts and reference the part from there.
An example:
-- inside local script
local RS = game:GetService("ReplicatedStorage")
local coin = RS.coins.coin7.coin -- or whatever part you want to clone
local newCoin = coin:Clone()
newCoin.parent = game.Workspace
-- coin rotation and player detection down here
EDIT: small typo, oopsies
StarterCharacterScripts would be better for this if OP didn’t want coins to keep spawning if the player dies.
Yeah, depends on what OP wants to do here, the information provided is quite vague.
Also instead of rotating the coins via a script, you should use an AngularVelocity Angular Velocity | Documentation - Roblox Creator Hub
If you didn’t know already, roblox has a thing called breakpoints which are very useful in debugging code. Debugging | Documentation - Roblox Creator Hub
not sure why you would need to use physics to rotate the part, rotating them via a script is A-okay
This would not work because the coin is Anchored. Anchored parts aren’t part of the physics simulation, and applying angular velocity to the coin will have no effect.
You would have to either tween it’s rotation or connect a function to render stepped that adjusts the part’s orientation.
You can just use a rigid alignposition.
Its less laggy and also its good practice to use physics instead of a script.