I am using this code from my dropper
wait(2) workspace:WaitForChild("PartStorage") meshDrop = true -------------------- -- Mesh Settings: -- [If you want a mesh drop, set meshDrop to true up on top.] -- Look at the mesh properties and change the inside of the quotes below to the appropriate -- full link or the rbxasset:// style, doesnt matter which one you see in the mesh you want meshID = "rbxassetid://5218007939" textureID = "rbxasset://textures/PaintballGunTex128.png" -------------------- while true do wait(1.5) -- How long in between drops local part = Instance.new("Part",workspace.PartStorage) --part.BrickColor=script.Parent.Parent.Parent.DropColor.Value --part.Material=script.Parent.Parent.Parent.MaterialValue.Value local cash = Instance.new("IntValue",part) cash.Name = "Cash" cash.Value = 5 -- How much the drops are worth part.CFrame = script.Parent.Drop.CFrame - Vector3.new(0,1,0) part.FormFactor = "Custom" part.Size=Vector3.new(1,1,1) -- Size of the drops if meshDrop == true then local m = Instance.new("SpecialMesh",part) m.MeshId = meshID m.TextureId = textureID end part.TopSurface = "Smooth" part.BottomSurface = "Smooth" game.Debris:AddItem(part,20) -- How long until the drops expire end
the "part.Size=Vector3.new(1,1,1)" is actually doesn't affect anyhow on the size. Any ideas how to resize?
Mesh instances applied to parts do not actually have an effect based on the part it's size. A SpecialMesh has a separate property called Scale which is used to upsize/downsize the mesh.
However there are also MeshParts, these do exactly what a Part + SpecialMesh do and the size of the mesh is actually determined based on the part it's size. You are better off using these instances.