I’m making a game where you can fight bosses/zombies etc… The final boss can be transformed by an admin to a even stronger version of it self giving different loot. But Im in a bit of a problem. When I move a moddel to the position of the NPC’s Torso, Naturally Its goes on top of it even though can colide is disabled. Here’s my code
-- Commands
function onChatted(msg, recipient, speaker)
-- Convert to all lower case
local Shade = game.Workspace.Shade
local source = string.lower(speaker.Name)
msg = string.lower(msg)
if (msg == "Clockwork") and (speaker.Name) == "KrampusX12" then
game.ReplicatedStorage.Locksmith.Parent = game.Workspace.Shade
Shade.Humanoid.MaxHealth = 1000000000000
Shade.Humanoid.Health = 1000000000000
game.ReplicatedStorage.Value.Value = 3
script.Sound:Play()
game.Workspace.Shade.Torso.Anchored = true
local Clone = game.ReplicatedStorage.Transformation:Clone()
Clone.Parent = game.Workspace
Clone:MoveTo(game.Workspace.Shade.Torso.Position)
end
end
function onPlayerEntered(newPlayer)
newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end)
end
game.Players.ChildAdded:connect(onPlayerEntered)
Is their an alternative way to send the model to the position of the NPC’s Torso without it bugging or anything