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
Is this server script or local script?
It is a server script, limitoml
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
Thank u that solves the disable problem but it still dosent set the position of it.
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
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
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
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!
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
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
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)
Im testing the new version ty!
Ty for response but i already got it fixed but i will take some ideas of your code tysm!!!
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