build.PrimaryPart.Position = mouse.Hit.p
--raycastresults()
mouse.Move:Connect(function()
if currentbuild == nil then return end
if (mouse.Hit.p - char.HumanoidRootPart.Position).Magnitude <= 30 then
build.PrimaryPart.CFrame = mouse.Hit * v2["POSITION"]
--raycastresults()
end
end)
You can try unanchoring all of the children parts, and instead of CFrame change its Position instead
but the parts would fall through the map? and i cant make cancollide true bc the player could fling themselves
That’s because they are unwielded? Are you sure they are wielded?
try setting its cframe to the mouses cframe without the orientation
build.PrimaryPart.CFrame = CFrame.new(mouse.Hit.p) * v2["POSITION"]
i looked and all the parts are welded? I do not know the problem
I think you need to find where the mouse is clicking, as in the position the mouse clicked on, instead of doing that v2["POSITION"]
thing
the v2["POSITION"]
is if the build has a custom position so if its suppose to be higher but i tried adding a raycast to keep the builds on the ground while the player is finding a spot to build that said build
but i think i kinda got it fixed ig, but since the builds need to be unanchored for the model to stay together sometimes it would fall out of the map and cause it to not go where the player is wanting the build to go