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How do I put unanchored Parts in a tycoon?

Asked by 8 years ago
Edited 8 years ago

I've been working on a game lately which is both a tycoon and fighting game in one. However the game is also team based so anyone can buy buildings for their team. That however is not what I'm troubled with. The buildings are meant to be destructable, so in that case they are needed to be unanchored. Everything is all set and the tycoon button's script has made the building disappear until a Player steps on the button. When someone actually DOES step on the Tycoon button, the whole building falls apart as if there was no studs or inlets. In case if you're wondering, I did weld parts, and put studs and inlets on each part.

Basically, in a shorter way to explain, I unanchored the parts of the building and put it with the Tycoon Button and it's script. After a Player touches the button, the building appears but falls apart even with studs, inlets, and welds.

Here is the Tycoon Button's Script:

-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.BlueVHouse
Upgradecost = 5000
teamcolor = BrickColor.new("Bright blue")
-------------------------------------------------------------------------------------------------------------------------

upgradeStuff = model:clone()

model:remove()

enabled = true --debouncer

function onTouched(hit)
    if not enabled then return end
    enabled = false
    local check = hit.Parent:FindFirstChild("Humanoid") --try to find the human that touched the button

    if check ~= nil then --if toucher is a human then to following
        if game.Players:GetPlayerFromCharacter(hit.Parent).TeamColor ~= teamcolor then return end
        local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
        local stats = user:findFirstChild("leaderstats") --Find moneyholder

        if stats ~= nil then --If moneyholder exists then
            local cash = stats:findFirstChild("Cash") --Get Cash
            if cash.Value > (Upgradecost-1) then --If there is enough money then

                cash.Value = cash.Value - Upgradecost --remove cash
                upgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game
                script.Parent.Parent:remove()

            end
        end
    end
    enabled = true
end


if (script.Parent ~= nil) and (script.Parent.className == "Part") then
    connection = script.Parent.Touched:connect(onTouched)
end

1 answer

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Answered by 8 years ago
Edited 8 years ago

To fix this, add the following after line 28:

upgradeStuff:MakeJoints()

This will cause all joints to be remade, as they are normally broken in this case.

0
I will try this. Thank you. I originally tried doing model.Anchored = true exactly where you said but it didn't work. I will try and see if this works. eagle124 20 — 8y
0
Thank you very much! It works. eagle124 20 — 8y
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