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How to make a Mesh part with an id move locally moving the player with it?

Asked by 2 years ago

I already tried doing this using body position and cloning the mesh part locally, but there were some issues with cloning the part upon death, and the body position offset the part and since I need to create a lot of these parts I’d rather have a system that I know works and can use on any number of parts. Is there any way to move a mesh part locally without having to clone it and without using body positions? If not is there a way to move the part locally without using body positions and fixing the cloning issue? The cloning issue is that there would be another mesh part everytime the player died so I deleted the clone upon death, but there still is another part sometimes. Here is my code for the whole thing:

local part = game.Workspace.Level1.KillPart4:Clone()
local originalpart = game.Workspace.Level1.KillPart4 
part.CanCollide = true
part.Transparency = 0
part.Anchored = false 
part.Name = "b"
part.Parent = workspace
local Physics = game:GetService("PhysicsService")
Physics:SetPartCollisionGroup(part, "ClientParts")
local player = game.Players.LocalPlayer     
local char = player.Character
local hum = char:WaitForChild("Humanoid")
local distance = 35 
local bp = Instance.new("BodyPosition" ) 
local br = Instance.new("BodyGyro" )
bp.Parent = part
br.Parent = part 
bp.Position = part.Position 
br.MaxTorque = Vector3.new(10000000000000,1000000000000,10000000000000)
bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
bp.P = 8000
bp.D = 1300    
while true do  

        for i = 0, distance do
            bp.Position = bp.Position + Vector3.new(1,0,0) wait()  
        end   
        for i = 0, distance do
            bp.Position = bp.Position + Vector3.new(-1,0,0)    wait() 
        end 

    hum.Died:Connect(function() 
        originalpart.Parent = workspace.Level1
        originalpart.Position = pos
        wait() 
        part:Destroy()  
    end)


end  

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