|
| 13 May 2016 04:35 PM |
https://gyazo.com/52eea84d5d26a9f6dc798f382f746206
See how it 'lags'
|
|
|
| Report Abuse |
|
|
| |
|
|
| 13 May 2016 04:44 PM |
But then the player spins with it
|
|
|
| Report Abuse |
|
|
|
| 13 May 2016 04:46 PM |
BodyPosition
set it to player's torso + vector3.new(0,5,0) or something
|
|
|
| Report Abuse |
|
|
ray_1
|
  |
| Joined: 18 Feb 2011 |
| Total Posts: 464 |
|
|
| 13 May 2016 04:47 PM |
make sure the part0 is the head and the part1 is the object c0=CFrame.new(0,5,0) or something
Recommended username: RoundRay_1
|
|
|
| Report Abuse |
|
|
|
| 13 May 2016 04:52 PM |
| You can make it connected to RenderStepped event, it won't 'lag.' |
|
|
| Report Abuse |
|
|
| |
|
|
| 13 May 2016 05:07 PM |
"But then the player spins with it" You mean it spins with the player? If so then is that not what you want? |
|
|
| Report Abuse |
|
|
cgjnm
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
|
|
| 13 May 2016 05:08 PM |
head.Changed:connect(function() part.CFrame = head.CFrame+CFrame.new(0,5,0) end) |
|
|
| Report Abuse |
|
|
zaniac10
|
  |
| Joined: 18 Aug 2009 |
| Total Posts: 10000 |
|
|
| 13 May 2016 05:25 PM |
you did welding wrong. if you don't anchor the part before welding it and then unanchoring it, it will glitch out
part_to_weld.Anchored = true part_to_weld.CFrame = char.Head.CFrame + Vector3.new(0, 2, 0) local weld = Instance.new("Weld",part_to_weld) weld.Part0 = char.Head weld.Part1 = part_to_weld weld.C0 = char.Head.CFrame:inverse() weld.C1 = part_to_weld.CFrame:inverse() part_to_weld.Anchored = false
|
|
|
| Report Abuse |
|
|
|
| 13 May 2016 06:30 PM |
https://gyazo.com/8eddf2cda8fa3240d202d7e0f7e55c81
The player spins and glitches
char = script.Parent.Parent.Parent.Character part_to_weld = script.Parent while wait() do part_to_weld.Anchored = true part_to_weld.CFrame = char.Head.CFrame + Vector3.new(0, 2, 0) local weld = Instance.new("Weld",part_to_weld) weld.Part0 = char.Head weld.Part1 = part_to_weld weld.C0 = char.Head.CFrame:inverse() weld.C1 = part_to_weld.CFrame:inverse() part_to_weld.Anchored = false part_to_weld.Parent = char.Head break end
|
|
|
| Report Abuse |
|
|
zaniac10
|
  |
| Joined: 18 Aug 2009 |
| Total Posts: 10000 |
|
|
| 13 May 2016 06:31 PM |
char = script.Parent.Parent.Parent.Character part_to_weld = script.Parent part_to_weld.Anchored = true part_to_weld.CFrame = char.Head.CFrame + Vector3.new(0, 2, 0) local weld = Instance.new("Weld",part_to_weld) weld.Part0 = char.Head weld.Part1 = part_to_weld weld.C0 = char.Head.CFrame:inverse() weld.C1 = part_to_weld.CFrame:inverse() part_to_weld.Anchored = false part_to_weld.Parent = char.Head
|
|
|
| Report Abuse |
|
|
|
| 13 May 2016 06:37 PM |
Zan, that changes nothing, I want just the cog to spin, not the whole player
|
|
|
| Report Abuse |
|
|
|
| 13 May 2016 06:42 PM |
| CFrame the part right above the players head and constantly update the CFrame. |
|
|
| Report Abuse |
|
|
|
| 13 May 2016 07:13 PM |
Dude that's what I did but it lags, I want it to steadily be above the head
|
|
|
| Report Abuse |
|
|
sparker22
|
  |
| Joined: 11 Mar 2010 |
| Total Posts: 846 |
|
|
| 13 May 2016 07:20 PM |
| How does it lag? Do you mean it just isn't a smooth transition? If so then that means its not being updated frequently enough. Don't use a loop as that only executes 1/30th of a second. Use heartbeat. (Staff discourages renderstepped) |
|
|
| Report Abuse |
|
|
cgjnm
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
|
| |
|