Why it dosen't set the Position and dosen't disable

it still positions it on the glove not the echar’s torso

The only mention of a glove in the script provided is on line 37, and it’s a number value that isn’t being used anywhere in the code. How does your script look like now?

Oh yea that is useless sorry for keeping it i just deleted it no worries

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Is this server script or local script?

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It is a server script, limitoml

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That is the problem. When particles are beeing enabled on server script, only server sees enabled particles. You can use :FireAllClients() to enable/disable particles for clients

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Thank u that solves the disable problem but it still dosent set the position of it.

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If the glove is a recent addition to the script, then I’d suggest going back to the previously working version and re-adding the glove using a different method that won’t interfere with the code inside of the 1st task.spawn function

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I think I know what is the problem with it,
when i set the position its not in the air so it spawns when its next to the floor

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That’s a good idea, I’ve heard reports before where people had better luck positioning BaseParts that are floating in the air (mostly in cases involving Tools), so it might fix your issue :grin:

So problem here, when I put the weld part u told me to add,
it like welds the part and dosen’t move so i go flying with the (player)
but when i put anchored i cannot move so ye?

local HitEffectFrat = Tool.HitEffectPart:Clone()

		game:GetService("Debris"):AddItem(HitEffectFrat,1)
		HitEffectFrat.CanCollide = false
		HitEffectFrat.CanTouch = false
		HitEffectFrat.Parent = eChar.Torso
		
		HitEffectFrat.Position = eChar.Torso.Position - Vector3.new(4,0,0)
		HitEffectFrat:FindFirstChild("HitEffect1"):Emit(8)
		HitEffectFrat:FindFirstChild("HitEffect2"):Emit(8)

I made this code but the part is unanchored
we need to try to weld it other way

Oh guys i need to gtg for like 3 hrs i will reply as fast as I can when i come home!
Good day!

Default_Model.rbxm (36.7 KB)
For better view of it here u got the rbxm

That shouldn’t be happening if the part is unanchored unless it’s traveling at a high velocity, maybe this will work to fix that:

local HitEffectFrat = Tool.HitEffectPart:Clone()

		game:GetService("Debris"):AddItem(HitEffectFrat,1)
		HitEffectFrat.CanCollide = false
		HitEffectFrat.CanTouch = false
		HitEffectFrat.Parent = eChar.Torso

		HitEffectFrat.AssemblyLinearVelocity = Vector3.zero
		HitEffectFrat.AssemblyAngularVelocity = Vector3.zero

		HitEffectFrat.Position = eChar.Torso.Position - Vector3.new(4,0,0)
		HitEffectFrat:FindFirstChild("HitEffect1"):Emit(8)
		HitEffectFrat:FindFirstChild("HitEffect2"):Emit(8)

		local weld = Instance.new("WeldConstraint")
		weld.Part0 = eChar.Torso
		weld.Part1 = HitEffectFrat
		weld.Parent = eChar.Torso

In all honesty, there seems to be changes happening to this script either directly or indirectly that aren’t being mentioned, which is making debugging it quite a challenge :sweat_smile:

I recommend doing things one step at a time instead of changing multiple things at once, it will significantly increase the chance of finding the cause of the problem :slight_smile::+1:

It is still not working, I read the private message

I looked at the model, and it was easier to rescript and slightly restructure it than to fix it. Here’s the new model, hopefully it works as you’d like it to: New_Default_Model.rbxm (12.6 KB)

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Im testing the new version ty!

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Ty for response but i already got it fixed but i will take some ideas of your code tysm!!!

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