Will this script work for startercharacter holding a gun?

so the script in question is supposed to attach the model to a character and it works perfectly for the normal roblox character but my startercharacter that uses bones and not Motor6Ds it does not work i know pretty much nothing about scripting so i have no idea if it will work so help is appreciated also i will send more info if needed also i just want to say no i did not write the script it was in the model

-- Created by Quenty (@Quenty, follow me on twitter).
-- Should work with only ONE copy, seamlessly with weapons, trains, et cetera.
-- Parts should be ANCHORED before use. It will, however, store relatives values and so when tools are reparented, it'll fix them.

--[[ INSTRUCTIONS
- Place in the model
- Make sure model is anchored
- That's it. It will weld the model and all children. 

THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 
THIS SCRIPT SHOULD BE USED ONLY BY ITSELF. THE MODEL SHOULD BE ANCHORED. 

This script is designed to be used is a regular script. In a local script it will weld, but it will not attempt to handle ancestory changes. 
]]

--[[ DOCUMENTATION
- Will work in tools. If ran more than once it will not create more than one weld.  This is especially useful for tools that are dropped and then picked up again.
- Will work in PBS servers
- Will work as long as it starts out with the part anchored
- Stores the relative CFrame as a CFrame value
- Takes careful measure to reduce lag by not having a joint set off or affected by the parts offset from origin
- Utilizes a recursive algorith to find all parts in the model
- Will reweld on script reparent if the script is initially parented to a tool.
- Welds as fast as possible
]]

-- qPerfectionWeld.lua
-- Created 10/6/2014
-- Author: Quenty
-- Version 1.0.3

-- Updated 10/14/2014 - Updated to 1.0.1
--- Bug fix with existing ROBLOX welds ? Repro by asimo3089

-- Updated 10/14/2014 - Updated to 1.0.2
--- Fixed bug fix. 

-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).


local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.  

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.  

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.  

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end
	
	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases. 

	if NEVER_BREAK_JOINTS then
		return false
	end
	
	if HasWheelJoint(Part) then
		return false
	end
	
	local Connected = Part:GetConnectedParts()
	
	if #Connected == 1 then
		return false
	end
	
	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end
	
	return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")
	
	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld. 
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
	
	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end
	
	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end

local function PerfectionWeld()	
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", false)
	else
		warn("qWeld - Unable to weld part")
	end
	
	return Tool
end

local Tool = PerfectionWeld()


if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end

-- Created by Quenty (@Quenty, follow me on twitter).

1 Like

I honestly (quick solution) think it would be better to manual do the work of welding through plugins, you can use RigEdit Lite or Welding or any welding plugin that works for you.

Now, that i think of it, this may not work because your rig uses bones… can’t you parent the Item to the bone so it follows it or something or connect the bone to it? im not too sure i’ve never used boned meshes for many reasons like this.

1 Like

try adding a rigid constraint and attachment somewhere in the model, and then set the attachment0 of the constraint to the attachment you made and attachment1 to the bone you want it to follow
image

1 Like

the gun snapped in to place in the editor but still wont follow the arms in game i have a video also im still using the default gun sounds so you should probably turn your volume down

does moving the attachment back fix it

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im not sure but i did fix it i put the gun in the starterpack and thats why it wasn’t working it only works if the gun is in the startercharacter but then the gun doesn’t shoot any idea how to fix this

just got it working thanks for the help i appreciate it

1 Like

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