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

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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