Adam2090
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| Joined: 19 Jul 2010 |
| Total Posts: 889 |
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| 22 Dec 2013 12:08 AM |
They work in normal mode, but when they are cloned they seem to keep dieing as they enter the map.
a = "AIBOT [C1]" b = "AIBOT [C2]" c = "AIBOT [C3]" d = "AIBOT [C4]" while wait(2) do for i,v in pairs(game.Lighting:GetChildren()) do if v.Name==a or v.Name==b or v.Name==c or v.Name==d then v:MakeJoints() v:clone().Parent = game.Workspace end end end |
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| 22 Dec 2013 12:09 AM |
| Have the model anchored when cloning it? |
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Adam2090
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| Joined: 19 Jul 2010 |
| Total Posts: 889 |
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| 22 Dec 2013 12:11 AM |
| The models are humanoids, so they are not anchored. |
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| 22 Dec 2013 12:25 AM |
| Try anchoring the model in the lighting, cloning it, then unanchoring and using the :MakeJoints() function after. |
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iNinjaOS
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| Joined: 12 Sep 2013 |
| Total Posts: 74 |
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| 22 Dec 2013 12:44 AM |
a = "AIBOT [C1]" b = "AIBOT [C2]" c = "AIBOT [C3]" d = "AIBOT [C4]" while wait(2) do for i,v in pairs(game.Lighting:GetChildren()) do if v.Name==a or v.Name==b or v.Name==c or v.Name==d then local clone=v:Clone() clone.Parent=game.Workspace clone:MakeJoints() end end end
Try that. |
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Madified
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| Joined: 19 Apr 2011 |
| Total Posts: 5292 |
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| 22 Dec 2013 01:02 AM |
| Whenever I have to do something like that I always use a grotesquely excessive amount of MakeJoints. Like, every other line is a MakeJoints. It may not be the best way to do it, but it works. |
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