Lem0nzzx
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| Joined: 08 Feb 2016 |
| Total Posts: 1604 |
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| 05 May 2016 09:56 PM |
I want to add armor to my character, and to do that I will need to weld it to the character. Is there a specific way to position it? Like, what do I do?
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Lem0nzzx
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| Joined: 08 Feb 2016 |
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| 05 May 2016 09:56 PM |
*Weld it to a bodypart
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Jammer622
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| Joined: 19 Nov 2008 |
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| 05 May 2016 10:46 PM |
ohoho that goes hand in hand with what im working on.
Weld.C0 = CFrame.Angles(RotX, RotY, RotZ) * CFrame.new(PosX, PosY, PosZ) |
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Lem0nzzx
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| Joined: 08 Feb 2016 |
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| 05 May 2016 11:54 PM |
Thanks my friend, but Is there a certain way you position it when it's welded?
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Jammer622
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| Joined: 19 Nov 2008 |
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| 05 May 2016 11:56 PM |
I don't get what you mean.
The Rotation is done in radians. That's your first set of three numbers. The Position is done in studs, your second set. You just have to experiment to get them in the right place until you're skilled enough to do the guesswork beforehand.
If there's something else you're meaning, you need to elaborate a little. |
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Lem0nzzx
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| Joined: 08 Feb 2016 |
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| 05 May 2016 11:57 PM |
Well is there like a starting position, of where the weld would be placed?
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Lem0nzzx
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| Joined: 08 Feb 2016 |
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| 05 May 2016 11:58 PM |
** of where the weld would be positioned?
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Lem0nzzx
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| Joined: 08 Feb 2016 |
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| 05 May 2016 11:59 PM |
For instance, if you create a part, and don't CFrame it, but insert it into workspace it will put it in the very middle of the 'world'.
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Jammer622
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| Joined: 19 Nov 2008 |
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| 06 May 2016 12:06 AM |
Set the Part0 to the item being welded onto another item, Part1 being that item, then by changing C0, Part0's CFrame will be additive to Part1's CFrame.
If you want an example of how it all adds up, visit my active place. I've been working on a direct upgrade to my old system of producing outfits. ....and dealing with bugs |
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| 06 May 2016 12:09 AM |
| Make C0 and C1 be the inverse of CFrame |
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