I am not sure what could cause that how do you set up the rope constraints? you aren’t showing code atm just expectations vs reality can you explain what your doing
I duplicate the script above between parts and change the directory.
I set up the rope constraints between two different parts, one part having Attachment 0, the other having Attachment 1. Put Attachment 0 into the rearfill, and Attachment 1 into the gas canisters.
Even though you explain it I still find it hard to understands what’s going on. That snippet of code doesn’t really help me understand what’s going on what I mean is like details that can be withheld that you aren’t aware of. At the moment I’m concerned about
local RopeConstraint = game.Workspace.3DMG.ropepartconnect1.RopeConstraint
This won’t work… as intended If you have multiple 3DMG gears in the workspace. You can’t guarantee it will always be the same one.
My apologies I messed up that code. I fixed it and it still doesn’t work, this time I set it to the character where I position gear onto the player and such. It’s called StarterCharacter, and when you grab gear it clones everything on that to the character and works perfectly. Only thing that doesn’t work is the RopeConstraints still…
local RopeConstraint = game.ReplicatedStorage.StarterCharacter2.connectstuff1.RopeConstraint
Okay, Again I can see what you’re doing but I don’t understand why you defined it. That tiny snippet of code doesn’t say much tbh it’s just a variable. Are there any errors?
I’m not sure the StaterCharacater Clone have the ropes connected.
By doesn’t work do you mean it is not there when you clone. If constraints are there have you inspected explorer and properties panels in-studio after the gear was given? (To see the properties have been set or cleared after cloned)
I’m not sure if you set the RopeConstaints Properties after you cloned because you didn’t show that in your snippet if you haven’t. Give it a try.