So currently I’m making a prop hunt game, and when I made this table into a morph it looks like this:
How can I fix this?
So currently I’m making a prop hunt game, and when I made this table into a morph it looks like this:
Please provide more info on how this works, if your cloning the morph you can just change the orientation cframe to turn it back on its legs or just rotate the model in studio.
Again I don’t fully understand whats going on, could you please provide some snippets into your coding environment and how this works.
Sorry for the lack of info, here’s the current code that handles it:
local Collection = game:GetService("CollectionService")
for _, v in pairs(Collection:GetTagged("Morph")) do
v.HumanoidRootPart.ProximityPrompt.Triggered:Connect(function(plr)
local oldChar = plr.Character
local disguise = v:Clone()
disguise.Name = plr.Name
plr.Character = disguise
disguise.HumanoidRootPart.Anchored = false
disguise.Parent = workspace
local prompt = disguise.HumanoidRootPart:WaitForChild("ProximityPrompt")
prompt:Destroy()
end)
end
Thanks,
If the part is a mesh or similar you can change the frame to rotate it slightly so its facing up.
You can use this code snippet I used for a similar problem,
part.CFrame = CFrame.new(part.Position, part.Position + Vector3.new(0, 5, 0)) * CFrame.Angles(0, math.pi / 2, 0)
Could this work with unions or just meshes, cause this is a union
Yes!
This should work with baseparts or unions as well.
You’re a legend!
charsssssssssss
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