So I was trying to make the TweenPrimary Part just move upwards with all the parts with it its a model btw. But when I try to make it work its just moving the Primary part not the rest that is Welded.
The script (localscript):
local function namepadinput()
print("Started NamePindPadInput")
-- Replace "PartToMove" with the name of the part you want to move
local part = workspace:WaitForChild("NameInputWaiverPad").PrimaryPart
-- Set the target position and rotation
local targetPosition = Vector3.new(part.Position.X, part.Position.Y + 3, part.Position.Z)
--local targetRotation = Vector3.new(-10, 0, 0)
-- TweenInfo settings
local tweenInfo = TweenInfo.new(
1, -- Duration in seconds
Enum.EasingStyle.Linear, -- Easing style
Enum.EasingDirection.Out, -- Easing direction
0, -- Number of repeats (use 0 for no repeat)
false, -- Reverses the animation if true
0 -- Delay between repetitions
)
-- Create the tweens
local positionTween = game.TweenService:Create(part, tweenInfo, {Position = targetPosition})
--local rotationTween = game.TweenService:Create(part, tweenInfo, {Orientation = targetRotation})
-- Play the tweens
positionTween:Play()
--rotationTween:Play()
-- Wait for the tweens to finish before continuing (optional)
--positionTween.Completed:Wait()
--rotationTween.Completed:Wait()
end
WeldConstraints just that I made it faster with this script.
and putting this into the Command bar.
local model = workspace.NameInputWaiverPad
local primary = model.PrimaryPart
for i, part in pairs(model:GetChildren()) do
if part:IsA("BasePart") and (part ~= primary) then
local weld = Instance.new("WeldConstraint", part)
weld.Part0 = part
weld.Part1 = primary
end
end
From what I know a weldconstraint just prevents the part to be pushed over without being anchored, however you should maybe use Welds, as they are working fine with moving objects. I am no welding expert but I tried it in a seperate place
Do everything just as they said but, don’t use WeldConstraints, use Welds.
I use this plugin … Welder
I used your script and these welds and it works fine in testing.
I did change one thing however:
local part = workspace:WaitForChild(“NameInputWaiverPad”):WaitForChild(“Part1”)
Cuz I don’t like to use a modal with primary and always go off a object. Not sure if that matters but that’s what I did … also once you add them welds if you manually move it all the welds will be removed.
Well you can move the whole thing at once but not a part in it. Just the way them welds work.
Just have to add them again and leave it alone after that …
In my case I welded all the parts to my part1 the one I was moving. That one can be anchored the rest can’t.
Ya them welds like to pull parts together … they are a one time ATM set. So order of how you do this matters in this case.
1st remove all the welds. Then make all the parts but the primary unanchored …
Now you’re ready to weld them together … with the primary part anchored.
I did … that is the test script. (testplate)
Stick with it and figure it out … them welds can do crazy cool things.
Keep in mind everything needs to be set up right before you weld.
Oh the one in the video … ya I deleted that. Just do it in order and you’ll be fine.