I’m creating this generation script and I want a model to clone and pivot to the previous models exit part CFrame. The problem is that the game is supposed to be local for every player in a way that many players can be in a server, go out and generate their own models while other players dont see them. And when I placed it in ReplicatedStorage and cloned it cloned and pivoted but… the lights and clickdetectors (probably more) either didn’t clone or stop working. I don’t know why it isn’t working locally because I tried the same with a server script and when it generates serverside all of the lights and clickdetectors clone/work. I have no idea why that is and I need help!!!
You could try removing them from the item in ReplicatedStorage
and using the Instance.new()
function inside of the LocalScript
to remake them client-side. I’m not entirely sure that this will work, so make sure to keep a backup of the original code.
Hope this helps.
But the model is a ready model, it has alot of folders and parts so I’m not sure that would work.
Edit: I tried it and it doesn’t work.
Maybe some other way?? I don’t understand why the server clones everything correctly and the client not.
Maybe you could clone it server-side, and then use a RemoteEvent
to the client-side in order to locally change the parent?
Edit: then once it is finished with, use another RemoteEvent
and destroy it server side?
This is the last thing I can think of that might work. Hope it helps.
How would I change the model from serverside to clientside tho?
You could fire the cloned model’s Instance
down the RemoteEvent
as a parameter, and store it in a variable client-side.
Edit: by ‘Instance’ I mean storing the cloned model in a variable and passing that down the RemoteEvent
.
If that doesn’t work though, I have had a similar issue before. For me, the item I was trying to edit client-side had to already exist under the Workspace
.