Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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| 04 Sep 2014 12:20 AM |
It positions the brick correctly, but doesn't rotate it correctly :/
local sp = script.Parent local aimpart = script.Parent.Parent.Torso
while wait() do sp.CFrame = CFrame.new(aimpart.CFrame.p + Vector3.new(0,3,0)) * CFrame.new(aimpart.CFrame.lookVector) end |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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Roblok1
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| Joined: 27 Jul 2011 |
| Total Posts: 2019 |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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| 04 Sep 2014 02:38 AM |
| Think what you will, but I still have an issue that I can't fix. |
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Roblok1
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| Joined: 27 Jul 2011 |
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| 04 Sep 2014 02:43 AM |
Ok here is what I would do. Usaly when you CFrame a part, it's rotation is changed too. So try CFraming the player's torso to an invisible brick with the right rotation. Or just weld their torso to the brick instead.
I'm not too sure though. |
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Roblok1
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| Joined: 27 Jul 2011 |
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| 04 Sep 2014 02:45 AM |
| I could be compleatily off topic. Who knows. More loops. Just call me NOOB! |
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Subete
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| Joined: 10 Jul 2011 |
| Total Posts: 917 |
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| 04 Sep 2014 03:04 AM |
Welding it glitches the NPCs movements, and the rotation of the brick (as far as I know..) is defined by the * CFrame.new(aimpart.CFrame.lookVector)
The * is supposed to add rotation to the position value, which is the first part of it.
But I apparently did something wrong :/ |
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murcury57
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| Joined: 30 Jun 2010 |
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Kingmouli
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| Joined: 28 Sep 2012 |
| Total Posts: 1292 |
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| 04 Sep 2014 04:18 AM |
| Try using CFrame.Angles(IDKwhat.CFrame.lookVector) |
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Subete
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| Joined: 10 Jul 2011 |
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| 04 Sep 2014 05:05 AM |
I fixed it by doing
CFrame.new((aimpart.CFrame.p + aimpart.CFrame.lookVector).p + CFrame.new(0,0,3).p) |
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