Im having some trouble here, I made some coaches for a train in my project and I’m using the RO Scale Advanced Weld Script by NWSpacek (Full credits go to him)
Anyway with that aside, I’m using his weld script to weld this complex model I made for this coach, but when I test out the game, the welds don’t work and the model breaks.
And another case is when I made a railroad crossing and I had welded it together using RigEdit (No questions please) but when i unanchored the model and tested it the model breaks apart.
Without seeing the plugins or scripts it will be difficult to help. Off the top of my head though a lot of these plugins or scripts require the model parts to be anchored and then the script or plugin will unachor it, so are all your parts anchored?
--MADE BY NWSPACEK
--[[ This weld script is cool!
It will use the structure of models to weld. It treats each model as a separate moving body
except if name a part "AHandle" and insert a BoolValue named "WeldToRoot" into it.
--]]
wait(1) --thanks PSG
local AvoidWelding = {--add models you want this script to not weld in here
["Coupler"]=true
}
function weld(i,b)
local weld1 = Instance.new("Weld")
weld1.Name = b.Name
weld1.Part0 = i
weld1.Part1 = b
weld1.C1 = b.CFrame:inverse()*i.CFrame
weld1.Parent = i
end
function welding(p,ph)
p:MakeJoints()
local handle = p:FindFirstChild("AHandle")
if handle and ph and handle:FindFirstChild("WeldToRoot") then
weld(handle,ph)
end
if not handle then
for _,j in pairs (p:GetChildren()) do
if j:IsA("BasePart") then
handle = j
break
end
end
end
if not handle then
handle = ph
end
for _,j in pairs (p:GetChildren()) do
if j:IsA("BasePart") then
weld(handle,j)
elseif j:IsA("Model") and not AvoidWelding[j.Name] then
welding(j,handle)
end
end
end
function unanchoring(p)
for _,j in pairs (p:GetChildren()) do
if j:IsA("BasePart") then
j.Anchored = false
elseif j:IsA("Model") then
unanchoring(j)
end
end
end
wait(1)
welding(script.Parent)
wait(0.5)
unanchoring(script.Parent)
Okay so I found another script called “qPerfectionWeld” and that seems to work especially with the parts unanchored now to my second problem, the crossings
So, the crossings use normal welds in order to stay connected but when testing the game, they seem to break, would you like to see my hierarchy?