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How can I use MoveTo and still protect the Weld?[SOLVED]

Asked by 9 years ago

Hey everyone-- So today I am trying to spawn in a model from lighting, and then use the MoveTo function to move the model to the correct position. The problem occurs when I click the button that begins the functions. The Model spawns just fine and goes to the correct position but then something goes wrong with the Welding script and it falls apart and is unusable. I know the problem is with the MoveTo function and everything works smoothly when I run it in solo mode in studio. Any help would be enormously appreciated. I've included the spawn-in script and the weld script.

Spawn Script

local debounce = false

local everything = {model}
local names = {model}

local children = game.Lighting:children()
for i=1,#children do
    if (children[i].Name == "RowBoat") then
        table.insert(everything, children[i]:clone())
        table.insert(names, children[i].Name)
    end
end
------------------------------------------------------------------------------
function regen()
    if game.Workspace.Slot1.Value == 0 then
        wait(2)
    for i=1,#everything do
        game.Lighting:findFirstChild(names[i]):clone()
        new_thing = everything[i]:clone()
        new_thing.Parent = game.Workspace
        new_thing:makeJoints()
        new_thing:MoveTo (Vector3.new(0,5,70))--This is the MoveTo stuffins
        new_thing.VehicleSeat.Position = Vector3.new(-2.1,17.1,0)
    end

    else if game.Workspace.Slot2.Value == 0 then
        wait(2)
    for i=1,#everything do
        game.Lighting:findFirstChild(names[i]):clone()
        new_thing = everything[i]:clone()
        new_thing.Parent = game.Workspace
        new_thing:makeJoints()
        new_thing:MoveTo (Vector3.new(0,5,130))
        new_thing.VehicleSeat.Position = Vector3.new(-2.1,17.1,50)
    end

    else
            return
        end
    end
end

script.Parent.MouseButton1Down:connect(regen)

Weld script

function Weld(x,y)
    local W = Instance.new("Weld")
    W.Part0 = x
    W.Part1 = y
    local CJ = CFrame.new(x.Position)
    local C0 = x.CFrame:inverse()*CJ
    local C1 = y.CFrame:inverse()*CJ
    W.C0 = C0
    W.C1 = C1
    W.Parent = x
end

function Get(A)
    if (A.className == "Part") or (A.className == "Seat") or (A.className == "WedgePart") or (A.className == "CornerWedgePart") or (A.className == "VehicleSeat") then
        Weld(script.Parent.Engine, A)
    else
        local C = A:GetChildren()
        for i=1, #C do
        Get(C[i])
        end
    end
end

function Finale()
    Get(script.Parent)
end

Finale()

NEWEST UPDATE: I just changed a script to a regular script instead of a local one. All is well in the world again.

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Any help? I am thinking about just anchoring the model, moving it over, then enabling the weld script and unachoring the model. lordrex12345 25 — 9y
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This I found out, does not work. lordrex12345 25 — 9y

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Answered by 9 years ago

UPDATE:

I've narrowed down the problem even further. The MoveTo function is not what is causing the mishap. I have a script that does the exact same thing but it functions as a button you touch with your character. The only difference between the two different tests is that one uses a button GUI and another used a block-button. I have to conclude that somehow the GUI button is somehow messing things up. I just can't tell why it does so. Below is the spawn script from the brick-button.

local box = script.Parent


local debounce = false



local everything = {model}
local names = {model}

local children = game.Lighting:children()
for i=1,#children do
    if (children[i].Name == "RowBoat") then
        table.insert(everything, children[i]:clone())
        table.insert(names, children[i].Name)
    end
end


function regen()
    wait(2)
    for i=1,#everything do
        game.Lighting:findFirstChild(names[i]):clone() -- Dont mess with this!
        new_thing = everything[i]:clone()
        new_thing.Parent = game.Workspace
        new_thing:makeJoints()
        new_thing:MoveTo (Vector3.new(0,5,70))--THIS IS NEW
        new_thing.VehicleSeat.Position = Vector3.new(-2.1,17.1,0)--Moves the seat into the body

    end
end

function onTouched(hit)
    local humanoid = hit.Parent:findFirstChild("Humanoid") -- Not too important
    if humanoid~=nil and debounce == false then
        debounce = true

        script.Parent.BrickColor = BrickColor.new(26)

        regen()
        wait(10)


        script.Parent.BrickColor = BrickColor.new(104)


        debounce = false
    end
end


script.Parent.Touched:connect(onTouched)

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Hmm, I still cant get it to work. I think I am just going to completely remake it. lordrex12345 25 — 9y
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