Kinda been losing my mind today, i’ve been trying to make a CTF flag using models and parts. That’s the way its done now, instead of roblox’s classic old flags. I’ve been told this is the right thing to do because the old flags will break.
however, I had tremendous success with the old flags, and am having many problems with a model type flag.
once it welds to the player, and you jump into the void, it won’t respawn.
you can’t drop the flag.
your own team’s flag will weld to your back, when the classic one would hover over you if you touch it. I FIXED THIS ISSUE YAY
The flag I am using is Roblox’s new CTF template, that has the flags for you to use, but they are not working for me for some reason. I am new to developing as a whole, so I am not sure why.
Please if you see this, help me. I have spent hours on this and I have no idea where to go next.
You could try having a copy of the flag in server storage and having it clone to workspace if the original flag is destroyed.
if Flag.Parent == nil then
game.ServerStorage.Flag:Clone().Parent = workspace
end
Why can players jump into the void in a CTF game anyways, though? You should just have invisible barriers there.
And as for dropping the flag, again you could just have a copy of the flag and clone it when the player dies. I’d recommend also parenting the flag to the player so that the old flag model will auto delete when the player respawns.
if script.Parent.Humanoid.Health <= 0 then
local newFlag = game.ServerStorage.Flag:Clone().Parent = workspace
newFlag.Anchored = true -- make the flag float in the air
newFlag:MoveTo(script.Parent.HumanoidRootPart.Position + Vector3.new(0,2,0))
end
Obviously don’t just copy and paste that code since I don’t know the parents of the models or how your game works (and my code is horrendous) but that’s just one way you’d go about it.