doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 03:23 PM |
I'm trying to spawn a part and then weld it to the players torso. The problem is that the Weld doesn't let the Part move with the torso I spawned it to. Instead the torso follows where the Part spawned.
So the part spawns at point 0,0,0 and the torso follows it to that point teleporting the player making him locked onto the point where the weld is at. Here is a part of the script.
ja1 = Instance.new("Part") wa1 = Instance.new("Weld") ja1.Name = "ja1" ja1.Parent = model ja1.FormFactor = "Custom" ja1.Size = Vector3.new(1,1,1) ja1.Transparency = 1 ja1.CanCollide = false ja1.CFrame = torso.CFrame
wa1.Parent = model2 wa1.Part0 = torso wa1.Part1 = ja1
wa1.C1 = CFrame.new(1.5,-.5,0) |
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| 07 Apr 2013 03:27 PM |
Back when I made custom zombies that had a bunch of welded parts, I found that things didn't work until I mix and matched the order.
Try welding before you actually set a bricks parent to something/setting CFrame.
Your code should work fine you just need to edit the order |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 03:36 PM |
| Hey, it works! Do you understand why it works? |
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| 07 Apr 2013 05:13 PM |
When you set its parent equal to something the game's physics wills tart to take place "gravity" and so forth. The brick will not be thinking about bonding fast enough before it gains momentum to break any bond later.
I have no idea how true this is, but through my experimentation it seems to be the simplest way to put it. |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 05:36 PM |
| Thank you so much for the help. If you send me a message tomorrow I will give you what I am making. It should be done by then. It's an animation tool that allows players to easily create an animation and then play it on a character. You can determine how easy it truly is, but I think this might change some thing around roblox. It will be free for everyone. |
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| 07 Apr 2013 05:41 PM |
| Would it display the source for the animation? That would be great for making tools like weapons and such. |
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| 07 Apr 2013 05:59 PM |
| I once created something quite like this but I came across a similar problem and gave up. I will be happy to see this, will it be in plugin form? |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 06:34 PM |
No I don't know how to make pluggins, so I'm making it a model with instructions (and link to a video) on how to set it up and create an animation. The animation source is held inside on number values. So I guess the source is available, it's just not ideal to edit. The GUI interface will handle all editing. The problem is going back and editing what you made previously. That's a whole new story.
But besides that, it is very easy to use and the animation files that are created can easily be played onto any humanoid that has the default body parts. |
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| 07 Apr 2013 06:40 PM |
:(
I'd like to see this soon! :D |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 07:02 PM |
| Are plugins written in lua? Maybe if the demand is there then I can create a plugin as long as can just transfer some scripts over. |
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| 07 Apr 2013 07:12 PM |
| Lol you're making a plugin that handles the welds for me? Great, because I just decided I was going to mess with welds and stuff. |
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| 07 Apr 2013 07:16 PM |
| Plugins are written in Lua and aren't much different than localscripts. |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 07 Apr 2013 07:22 PM |
| Okay I might turn it into a plugin later on, but for now you have to run the model in test mode to build the animation. |
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doneyes
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| Joined: 21 Mar 2008 |
| Total Posts: 3466 |
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| 08 Apr 2013 08:22 PM |
Done with v1.0
http://www.youtube.com/watch?v=QH7XlacauAw&feature=youtu.be |
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