Model falling off the baseplate

So I watched TheDevKings video and decided to try to recreate what he did.

But I am having this problem:

For some reason the parts start to fall, all parts are anchored.

I have tried welding the part but the same problem occurred.

2 Likes

Could you show us your code…?

3 Likes

They must be anchored and cancollide must be set on. Not sure if this is the error, but it might be. Thanks for reading, have an amazing day/night.

if its anchored. it should not fall off. What is the script to create this infinite amount of stages?

local StartModel = game:GetService("ServerStorage").StartModel
local Offset = Vector3.new(25,0,0)

function generate(count)
	local ClonedModel = StartModel:Clone()
	ClonedModel.Parent = workspace
	ClonedModel.Name = "Model"..count
	if not game.Workspace:FindFirstChild("Model"..count-1) then
		print("There is no previous model")
		ClonedModel:MoveTo(game.Workspace:FindFirstChild("StartModel").End.Position + Offset)
	else
		print("There was a previous model")
		ClonedModel:MoveTo(game.Workspace:FindFirstChild("Model".. count-1).End.Position + Offset)
	end
end

for count = 1, 100, 1 do
	generate(count)
end

That’s why I also said that cancollide must be on, oh and happy birthday!

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Can collide is on and I hope you have an amazing day/night too!

Hey! Thanks for the nice words. I watched the video for devking myself and I was trying to replicate, but I couldn’t understand. :sad:

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Add ClonedModel.Anchored = true just in case. That might be the problem.

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It still falls, if it wasn’t anchored it would just fall out of the world, but it doent.

The Y position of the end part starts off as 0.5 then drops to -4 and keeps going down by 4.5 studs until it reaches 399.5 and starts going straight again:

Try using SetPrimaryPartCFrame().

local StartModel = game:GetService("ServerStorage").StartModel
local Offset = 25

function generate(count)
	local ClonedModel = StartModel:Clone()
	ClonedModel.Parent = workspace
	ClonedModel.Name = "Model"..count
	if not game.Workspace:FindFirstChild("Model"..count-1) then
        local currentModel = game.Workspace:FindFirstChild("StartModel").End
		print("There is no previous model")
		ClonedModel:MoveTo(Vector3.new(currentModel.Position.X + Offset, currentModel.Position.Y, currentModel.Position.Z))
	else
        local currentmodel = game.Workspace:FindFirstChild("Model".. count-1).End
		print("There was a previous model")
		ClonedModel:MoveTo(Vector3.new(currentmodel.Position.X + Offset, currentmodel.Position.Y, currentmodel.Position.Z))
	end
end

for count = 1, 100, 1 do
	generate(count)
end

This might work, but I don’t know.

I did this:

ClonedModel.PrimaryPart = ClonedModel.Start

and it worked I don’t know why, can anyone explain?

Edit:
I saw this on the devhub:
BasePart PrimaryPart
Points to the Model 's primary part. The part is the BasePart that is used as a basis when positioning the model using the Model:MoveTo and Model:SetPrimaryPartCFrame functions.