Supply Drop Help!

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    i need my supply drop to drop like it would in fortnite
  2. What is the issue? Include screenshots / videos if possible!
    i have a script but it stops falling when the player toutches it… it also sometimes stops falling in the sky i added a print and it says it toutched the baseplate… its not toutching the baseplate its floating
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    if tried checking if the player toutched it but i keep running into problems… ive also serched dev hub but to no availl
-- Script Under The Supply Drop Model
local FallRate = -10
local Toutched = false

script.Parent.Part.Touched:Connect(function(toutcher)
	print(toutcher)
	local w = toutcher.Parent:FindFirstChild("HumanoidRootPart")
	if not w then
		for i,v in pairs(script.Parent:GetDescendants()) do
			if v:IsA("BasePart") or v:IsA("UnionOperation") or v:IsA("MeshPart") or v:IsA("Part") then
				v.Anchored = true
			end
		end
		Toutched = true
		script:Destroy()
	end
end)


repeat
	script.Parent.PrimaryPart.Velocity = Vector3.new(0,FallRate,0)
	task.wait(0.00005)
until Toutched == true
2 Likes

Just bumping this been 2 hrs (char)

You’re assuming that the touched part in a character can only be a limb, but it could also be an accessory.

Instead do:

local w = if toutcher:FindFirstAncestorOfClass("Model") then toutcher:FindFirstAncestorOfClass("Model"):FindFirstChild("HumanoidRootPart") else nil

Ok that worked but i need to to anchor when it toutches the player… how do i check that its not a partical effect? i need to make it just stay on there head and then fall when the player leaves from beneath it

Rn it kinda just flops over the plrs head

It does this


When i went beneath it

ok i solved this with raycast :slight_smile:

1 Like

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