Hello
Soooo i dont now why but it worked previously worked just fine but i did a gore sytem and when and pleyr or npc dies a model gets attched to there body but for no reason waht so ever they teleport to the position of the gorepart thats located in replicated storege even tho the gore gets applied correctly and nothing is anchored:
and like i said it worked previously:
example
--BackStab Death Animations
local function KFBBladeAnimation()
local bloodclone = ChestCutGore:Clone()
local DeathSound = Instance.new("Sound")
DeathSound.Name = "DeathSound"
DeathSound.SoundId = "rbxassetid://74418736061334"
DeathSound.Parent = char.HumanoidRootPart
local DeathScream = Instance.new("Sound")
DeathScream.Name = "DeathScream"
DeathScream.Parent = char.HumanoidRootPart
if npc:GetAttribute("Gender") == "Male" then
local randomSound = math.random(1,2)
if randomSound == 1 then
DeathScream.SoundId = "rbxassetid://114908698194679"
else
DeathScream.SoundId = "rbxassetid://133630005786171"
end
elseif npc:GetAttribute("Gender") == "Female" then
local randomSound = math.random(1,2)
if randomSound == 1 then
DeathScream.SoundId = "rbxassetid://118136110382265"
else
DeathScream.SoundId = "rbxassetid://139910993104342"
end
else
DeathScream.SoundId = "rbxassetid://80111821118387"
end
local animation = Instance.new("Animation")
animation.AnimationId = KFBAnimation.Blade
DeathSound:Play()
DeathScream:Play()
TimeofDelay = 1.5
if isSpecial == true then
animation.AnimationId = "rbxassetid://92271362372584"
TimeofDelay = 2.1
end
local animtrack = hum:LoadAnimation(animation)
animtrack:Play()
bloodclone.Parent = char.Torso
local weld = Instance.new("Weld")
weld.Parent = bloodclone.Primary
weld.Part1 = char.Torso
weld.Part0 = bloodclone.Primary
weld.C0 = CFrame.new(0, 0, -0.75) * CFrame.Angles(0,math.rad(0),0)
end
Hey
thank you for your reponde so look i tried and it actualy worked but the bodys fliched 100 miles awan and i realised i had a so called deection diabler so the body wont interfier with ray you know? and guess waht it? it did the parts massles to why? i thougt for some reason it will make the ragdoll float on water better and guess what once i removed it it worked again without pivot but if im honest yours is still a good think to know if i really want to make them masssles because it works then but yeah i had no idea that was the cause because who on EARTH comes on the conclusion that enabling massles would interfier with weld for some reason ?:
local function DetectionDisabler()
for i,Parts in pairs(npc:GetDescendants()) do
if Parts:IsA("BasePart") or Parts:IsA("MeshPart") then
Parts.CanQuery = false
--Parts.Massless = true -- removed
end
end
end
this fixed it bro i just randomly thougt about it and did it
but thank you for your help again and still your answer is actually right if like i said ever wanted to make them massless