I am cloning zombies from a template zombie (held in the Lighting) for a game I am building. When the zombies are cloned, then teleported, the zombie spawns dead and in pieces! This is the teleport and spawn portion of the script:
wait(math.random (1, (8 * RoundNum.Value))) local Zombie = game.Lighting.TemplateZombie:Clone() Zombie.Name = " " Zombie.Enemy.MaxHealth = 100 * RoundNum.Value Zombie.Enemy.Health = Zombie.Enemy.MaxHealth local choices = game.Workspace.spawnPads:GetChildren() local teleportto = (choices[math.random(1,#choices)]) if teleportto~=nil then local torso = Zombie.Torso local location = teleportto.Position local x = location.x local y = location.y local z = location.z x = x z = z y = y local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) Zombie.Parent = game.Workspace
Note that the "joints" are snaps. I checked and the zombies max health is at 100 (what is should be) Joints are labeld Neck, Left Hip, Left Shoulder, Right Hip, and Right Shoulder. When copied template zombie comes out of the spawn pad, it only has it's Neck left.
I've had this problem before in the past, and the solution was to have an >:MakeJoints() after you place the model in a different parent space, like Workspace.
wait(math.random (1, (8 * RoundNum.Value))) local Zombie = game.Lighting.TemplateZombie:Clone() Zombie.Name = " " Zombie.Enemy.MaxHealth = 100 * RoundNum.Value Zombie.Enemy.Health = Zombie.Enemy.MaxHealth local choices = game.Workspace.spawnPads:GetChildren() local teleportto = (choices[math.random(1,#choices)]) if teleportto~=nil then local torso = Zombie.Torso local location = teleportto.Position local x = location.x local y = location.y local z = location.z x = x z = z y = y local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) Zombie.Parent = game.Workspace Zombie:MakeJoints()
Hope this helps!