Welds, position, and all that jazz (help)

local splatterPiece = game.ServerStorage.bloodSplatterBrick:Clone() --creating particle emitter
		
		local weld = Instance.new("ManualWeld") --creating the weld between your body and the part
		weld.Part0 = hit.Parent.Torso
		weld.Part1 = splatterPiece
		weld.Parent = weld.Part0
		splatterPiece.Position = hit.Position
		
		splatterPiece.Parent = hit.Parent

hit in our case would be a players body part
i want to position this bloodsplatter piece where the body part is and then weld it to the torso

it is being created and welded to the torso, but not being put in the right position…?

Where is it being positioned? I noticed that when you position it the weld is created :face_with_monocle:

its being positioned to hit

and yes it is after i created the weld but positioning it before hand also didnt work it has the same problem

I’m confused what is the problem if its being positioned to hit

Is that not intended.

yes

but it is not being positioned to hit
hit is the body part (in my case, the right arm)
it is being positioned to the center of my torso

Try this

	local splatterPiece = game.ServerStorage.bloodSplatterBrick:Clone()
		splatterPiece.Position = hit.Position
		splatterPiece.Parent = hit.Parent
	local weld = Instance.new("ManualWeld") 
		weld.Part0 = hit.Parent.Torso
		weld.Part1 = splatterPiece
		weld.Parent = weld.Part0

Also do you print hit to debug so you know it isnt always choosing Torso as the hit

did it earlier cuz it came to my mind-
no, hit is right arm when right arm touches it (as it should be)

also parenting it before the weld didnt change anything

Is there anything else happening within script any conditionals.

I thought if you parented and positioned before you weld it would of worked :thinking: cause doing it otherwise is strange cause wouldn’t moving a welded part break the weld

script.Parent.Touched:Connect(function(hit)

	if hit.Parent:FindFirstChild("Humanoid") then --i might need to change this if i dont want it to effect ragdolls but... it destroy dead bodies body parts technically does make sense and since they have infinite health it doesnt matter if damage is dealt or not
		print(hit)
		
		
		hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - 50 --deals damage dependent on the body part that was hit
		
		
		local splatterPiece = game.ServerStorage.bloodSplatterBrick:Clone() --creating particle emitter
		splatterPiece.Position = hit.Position
		
		local weld = Instance.new("ManualWeld") --creating the weld between your body and the part
		weld.Part0 = hit.Parent.Torso
		weld.Part1 = splatterPiece
		weld.Parent = weld.Part0
		
		
		splatterPiece.Parent = hit.Parent
		
		

		if hit.Name ~= "Torso" then --if it's equal to torso, we don't want to destroy it- we want to deal damage, though

			--a series of if statements that decide which joint to break dependant on the body part
			if hit.Name == "Right Arm" then
				hit.Parent.Torso["Right Shoulder"]:Destroy()
			end

			if hit.Name == "Left Arm" then
				hit.Parent.Torso["Left Shoulder"]:Destroy()
			end

			if hit.Name == "Right Leg" then
				hit.Parent.Torso["Right Hip"]:Destroy()
			end

			if hit.Name == "Left Leg" then
				hit.Parent.Torso["Left Hip"]:Destroy()
			end

			if hit.Name == "Head" then
				hit.Parent.Torso["Neck"]:Destroy()
			end


		end
		
		script:Destroy()
	end
end)

full script

everything works perfectly except for the positioning of this piece and the weld

So this is some sort of gun bullet? Serverside :face_with_monocle:

this script is server side

and no its not a bullet but i guess it effectively acts as one might assume a bullet would

weld.Part0 = hit.Parent.Torso

Why not

weld.Part0 = hit.Parent

Because having it on the torso would make it like float and be set only on the torso.

NVM I see you remove the limbs on hit

ill try but i kinda want it to be on the torso

i mean the point of this full script is its like
creating a blood splatter where the joint connection is between your arm and torso

because you lose your arm

either way this doesn’t adjust the position of the piece at all