I would want for everyone to have a part connected to there back when they spawn and it stays on there back forever. Would I have to make a weld script in a local script?
Is this welding?
1 answer
There are some make your own morphs around, and i modified one to add a backpack and hard hat on spawn. You can use it too.
somewhere in your game place a block called "Middle", Identify the forward direction and set size to (2, 2, 1) This is the torso.
place the backpack behind the torso, make sure it is not called Middle
Make the torso invisible, and group the torso and bricks. call the group "Chest"
Finally, group this (non local) script and "Chest", and call it whatever you want.
(You can also move the model in the lighting or ServerScriptService, as long as the script runs, it will work)
(You can also remove the wait(1) if you want)
function onadd(hit)
wait(1)
if game.Players:getPlayerFromCharacter(hit) == nil then return end
if hit:findFirstChild("Humanoid") ~= nil and hit:findFirstChild("Chest") == nil then
local g = script.Parent.Chest:clone()
g.Parent = hit
local C = g:GetChildren()
for i=1, #C do
if C[i].className == "Part" then
local W = Instance.new("Weld")
W.Part0 = g.Middle
W.Part1 = C[i]
local CJ = CFrame.new(g.Middle.Position)
local C0 = g.Middle.CFrame:inverse()*CJ
local C1 = C[i].CFrame:inverse()*CJ
W.C0 = C0
W.C1 = C1
W.Parent = g.Middle
end
local Y = Instance.new("Weld")
Y.Part0 = hit.Torso
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Y.Part0
end
local h = g:GetChildren()
for i = 1, # h do
h[i].Anchored = false
h[i].CanCollide = false
end
end
end
game.Workspace.ChildAdded:connect(onadd)
1 comment
I dont understand. If you could skype me, that would be great.
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2 comments
Yes
Could you help me w/ that if you dont mind?