korky5000
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| Joined: 20 Aug 2008 |
| Total Posts: 228 |
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| 01 Feb 2013 06:35 PM |
| Just give me a script. That removes a model. When the model is removed from the game, like if it goes off a cliff. Thanks. |
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korky5000
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| Joined: 20 Aug 2008 |
| Total Posts: 228 |
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| 01 Feb 2013 06:36 PM |
Sorry if I'm angry. I've been trying this for an hour.
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crouton04
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| Joined: 07 Jul 2010 |
| Total Posts: 4459 |
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| 01 Feb 2013 06:38 PM |
model:Remove()
.............
I can't script better than you. |
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korky5000
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| Joined: 20 Aug 2008 |
| Total Posts: 228 |
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| 01 Feb 2013 06:57 PM |
| Yes, I know how to remoe a Model. But I mean, when the Model is removed. Clone it. Somehow. |
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korky5000
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| Joined: 20 Aug 2008 |
| Total Posts: 228 |
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| 01 Feb 2013 06:57 PM |
| Sorry I posted the main forum wrong, now wonder you guys are dumbfounded. |
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| 01 Feb 2013 07:28 PM |
It's not that hard to do, it's like model:clone() or something. But I'm not quite sure how to incorporate it :3
+-Fishy
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| 01 Feb 2013 07:31 PM |
Don't help if you can't.
Game.Workspace.ChildRemoved:connect(function(child) if child.Name == "Car" then child:clone().Parent = Workspace end end)
You can change this to your needs if you know how to script.
ιησя∂ιηαтυѕ |
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| 01 Feb 2013 07:40 PM |
Well as far as I knew he didn't know about :clone()
So in theory I could have been helping.
+-Fishy |
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| 01 Feb 2013 07:41 PM |
False assumptions are not helpful.
ιησя∂ιηαтυѕ |
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| 01 Feb 2013 07:42 PM |
But you're probably right. I doubt he even knows what a variable is.
ιησя∂ιηαтυѕ |
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| 17 Feb 2013 08:05 PM |
| A true fact statement of the scripts, can't prove him wrong on that. |
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