I’m trying to use a RopeConstraint for gas nozzle rope. The RopeConstraint has enough length, both attachments are parented to a part, one in the gas station the other in the tool.
local function createRope(att0: Attachment, tool: Tool, parent: Instance)
local handle: BasePart = tool.Handle
local att1 = handle:FindFirstChildOfClass("Attachment") or Instance.new("Attachment", handle)
local rope = Instance.new("RopeConstraint")
rope.Visible = true
rope.Color = BrickColor.DarkGray()
rope.Length = 30
rope.Thickness = 0.8
rope.Attachment0 = att0
rope.Attachment1 = att1
rope.Parent = parent
return rope
end
I’m open to using alternatives to a RopeConstraint
i think it has to do with mass and some networking issues. set every Part.Massless property in the tool to false. and when you create the rope set the network owner of every Part to the character’s Player if you can find it
if the rope is long enough when created,then maybe the problem is with that gasoline pum handle,what instance do you use to weld the handle to the hand?weld or weld constraint?
If you want it to always have slack on the rope, then you can have the length variable based on the Magnitude between the player’s HumanoidRootPart and the pump, so it is always longer than the length the player walks.
Otherwise, this is just how RopeConstraints work. You’d have to add more slack (increase the length) if you want the player to walk around with it in their hand.
well the teleport in the begining might be cause thats where its positioned in studio before you grab it and the glitchy movement is probably just having “Massless” for the tools parts off
For the first problem there IS a script to fix it but I cant find it rn (will update if found)