I’ve got a tree here. I want to weld it to the anchored ground.
Problem is, when I do so, roblox doesn’t like it and decides to disable the weld constraint.
Since I do want this tree to be disconnected from the ground at some point, I don’t think anchoring the tree itself would be a feasible option but there are not many posts online about welding a non-anchored part to an anchored part. Does anyone have any idea as to how I do this? I put this as a scripting support post because there is a script that adds all these welds to the map when it is loaded, which might be part of the problem.
Baseplate is an anchored part. I have also tried parenting the welds to the tree and welding to the Baseplate.
I cannot put a file up, but I think I’ve made a discovery. In my process of trying to show you how to reproduce this, I tried setting up a little model tree with parts:
Welded like the original tree
And it worked. Both welds worked fine. I converted these parts into a union since thats what my tree was made out of and I get the same result. I think I’m onto something. Let me convert the trees into meshparts and I’ll create an update
Update:
I believe I fixed it. One of the issues was unions. The welds didn’t like unions.
Another problem was the loading script:
local maps = game.ServerStorage.Maps:GetChildren()
local map = maps[math.random(#maps)]
local dest = map.Destructable:Clone()
local ind = map.Indestructable:Clone()
the map heierarchy looks like this:
--Map
-- Map/Destructable
-- Map/Indestructable
The welds with problems where welds that welded to parts from Destructible to Indestructible. Since I cloned them separately, the welds got confused as to what instance Part1 would point to, deactivating the weld.
Fixed code
local maps = game.ServerStorage.Maps:GetChildren()
local map = maps[math.random(#maps)]
local mapClone = map:Clone()
local dest = mapClone.Destructable
local ind = mapClone.Indestructable
TL;DR: Don’t use welds and make sure you are careful with your clones.