Script breaks when player is teleported

I am trying to fix my script so that the rocket launcher works even when the player is teleported.

When the player is teleported the rocket launcher breaks and sends a missile from a different location. The missiles are supposed to be launched from 5 studs above the player, but they are being launched hundreds of studs away from the player.

So far I have tried changing the variables and adding print statements to see what the issue is, but I haven’t had much luck.

-----------------
--| Constants |--
-----------------

local GRAVITY_ACCELERATION = workspace.Gravity

local RELOAD_TIME = 0.5 -- Seconds until tool can be used again
local ROCKET_SPEED = 100 -- Speed of the projectile

local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)

-----------------
--| Variables |--
-----------------

local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')

local MyPlayer

local Tool = script.Parent
local ToolHandle = Tool:WaitForChild("Handle")

local MouseLoc = Tool:WaitForChild("MouseLoc",10)

local RocketScript = script:WaitForChild('Rocket')
local SwooshSound = script:WaitForChild('Swoosh')
local BoomSound = script:WaitForChild('Boom')

--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do
	-- Set up the rocket part
	Rocket.Name = 'Rocket'
	Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
	Rocket.Size = ROCKET_PART_SIZE
	Rocket.CanCollide = false

	-- Add the mesh
	local mesh = Instance.new('SpecialMesh', Rocket)
	mesh.MeshId = MISSILE_MESH_ID
	mesh.Scale = MISSILE_MESH_SCALE

	-- Add fire
	local fire = Instance.new('Fire', Rocket)
	fire.Heat = 5
	fire.Size = 2

	-- Add a force to counteract gravity
	local bodyForce = Instance.new('BodyForce', Rocket)
	bodyForce.Name = 'Antigravity'
	bodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)

	-- Clone the sounds and set Boom to PlayOnRemove
	local swooshSoundClone = SwooshSound:Clone()
	swooshSoundClone.Parent = Rocket
	local boomSoundClone = BoomSound:Clone()
	boomSoundClone.PlayOnRemove = true
	boomSoundClone.Parent = Rocket

	-- Attach creator tags to the rocket early on
	local creatorTag = Instance.new('ObjectValue', Rocket)
	creatorTag.Value = MyPlayer
	creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
	local iconTag = Instance.new('StringValue', creatorTag)
	iconTag.Value = Tool.TextureId
	iconTag.Name = 'icon'

	-- Finally, clone the rocket script and enable it
	local rocketScriptClone = RocketScript:Clone()
	rocketScriptClone.Parent = Rocket
	rocketScriptClone.Disabled = false
end

-----------------
--| Functions |--
-----------------

local function OnActivated()
	local myModel = MyPlayer.Character
	if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then
		Tool.Enabled = false
		local Pos = MouseLoc:InvokeClient(MyPlayer)
		-- Create a clone of Rocket and set its color
		local rocketClone = Rocket:Clone()
		DebrisService:AddItem(rocketClone, 30)
		rocketClone.BrickColor = MyPlayer.TeamColor

		-- Position the rocket clone and launch!
		local spawnPosition =Tool.Handle.Position + Vector3.new(0,5,0) -- HERE IS WHERE THE SCRIPT BREAKS.
		-- i (believe) the the missiles are being launched from where the player was teleported from compared to the players current torso pos (and +5 y)
		print(spawnPosition)
		rocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent
		rocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent
		rocketClone.Parent = workspace
		rocketClone:SetNetworkOwner(nil)

		wait(RELOAD_TIME)

		Tool.Enabled = true
	end
end

function OnEquipped()
	MyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent)
end

--------------------
--| Script Logic |--
--------------------

Tool.Equipped:Connect(OnEquipped)
Tool.Activated:Connect(OnActivated)

In short, what is breaking the script when the player teleports? Help would be greatly appreciated. It’s worth noting that this is happening to every item that creates a new instance in the game. The new instance is always placed in a seemingly random position in the sky.

What does your teleport script look like? Could it possibly not be taking the handle with it?

The players are teleported before the randomly selected player gets the item. It’s possible the player could not have teleported yet and it could take long so I added a wait() after the teleport