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| 21 Feb 2014 03:22 PM |
I'm trying to find a script where Zombie models can spawn from lighting to workspace without dieing in the process. Here's one of the spawn scripts:
while true do wait(40) a = game.Lighting.Zombies:Clone() a.Parent = game.Workspace a:makeJoints() wait() end
For some reason the joints break when the zombies spawn. I can't figure out why. I just know that there's a problem with the joints since everything works well if the models are anchored.
Does anyone know a way to spawn NPCs/zombies from lighting without them dieing? |
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wazap
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| Joined: 29 Jun 2007 |
| Total Posts: 23234 |
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| 21 Feb 2014 08:21 PM |
| Same thing. Still don't work :| |
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| 21 Feb 2014 08:24 PM |
| To be honest, AIs are glitchy pieces of crabgrass to spawn. |
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| 22 Feb 2014 02:57 AM |
I'm not really sure but try using :MakeJoints() before setting the parent to Workspace. If not then I'm not sure, sorry.
When life gives you lemons... BURN HIS HOUSE DOWN! >:D |
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| 23 Feb 2014 01:57 AM |
Yeah I'll try that. Good idea. But maybe joints can't be made in lighting. If this doesn't work. Anybody else have any ideas?? This is the only problem from me making an awesome game. |
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| 23 Feb 2014 02:02 AM |
Try this:
a = game.Lighting.Zombie:clone()
while true do wait(40) local zombie = a:clone() zombie:MakeJoints() zombie.Parent = Workspace end |
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| 23 Feb 2014 01:46 PM |
Nope, doesn't work. :c I've got an another idea though. I can have the models anchored and spawn. Then I make the joints and unanchor them. However, there's more than one zombie in that model. How do I address them all and unanchor them all at the same time? Is it something to do with :GetChildren()? |
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| 23 Feb 2014 04:37 PM |
b = a:GetChildren()
for i = 1, #b do b.PartNameHere.Anchored = true wait() b:MakeJoints() b.PartNameHere.Anchored = false end
-not sure if this will work, good luck |
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