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| 23 Apr 2016 12:08 PM |
Basically, when I run the script, it attaches a morph to the player, which is supposed to be grouped, but it just attaches with individual parts.
if Me:findFirstChild("Humanoid") ~= nil and Me:findFirstChild("Chest") == nil and Suit:findFirstChild("Chest") ~= nil then local g = Suit.Chest:clone() g.Parent = Me local C = g:GetChildren() local R = Me:GetChildren() for i=1, #R do if R[i].className == "Hat" then R[i]:Destroy() end end for i=1, #C do if C[i].className == "Part" or C[i].className == "WedgePart" or C[i].className == "CornerWedgePart" or C[i].className == "UnionOperation" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = Me.Torso Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do if h[i].className == "Part" or h[i].className == "WedgePart" or h[i].className == "CornerWedgePart" or h[i].className == "UnionOperation" then h[i].Anchored = false h[i].CanCollide = false end end end else --Me.Chest.Arm1:Destroy() --Me.Chest.Arm2:Destroy() --Me.Chest.Leg1:Destroy() --Me.Chest.Leg2:Destroy() --Morph(Suit) end |
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