Im making a kamehameha script but when i put a touch interest in the beam of the kamehameha it moves around and glitches and it wont stand still, goes up even tho i anchored it please help without touch interest https://cdn.discordapp.com/attachments/343099799928832000/356955649030094849/without.PNG with touch interest https://cdn.discordapp.com/attachments/343099799928832000/356955595338940419/with_touchinterest.PNG
forward = 0 Kamehameha = Instance.new("Model",Character) beamstart = New("Part",Kamehameha) beamstart.Size = Vector3.new(3,3,3) beamstart.Anchored = true beamstart.CanCollide = false beamstart.Color = Color3.fromRGB(255,255,255) beamstart.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * 3 beamstart.Material = "Neon" mesh1 = Instance.new("SpecialMesh",beamstart) mesh1.MeshType = "Sphere" beamstart1 = New("Part",Kamehameha) beamstart1.Size = Vector3.new(4,4,4) beamstart1.Anchored = true beamstart1.CanCollide = false beamstart1.Color = Color3.fromRGB(0,110,255) beamstart1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * 3 beamstart1.Material = "Neon" beamstart1.Transparency = 0.6 mesh1 = Instance.new("SpecialMesh",beamstart1) mesh1.MeshType = "Sphere" beam = New("Part",Kamehameha) beam.Size = Vector3.new(3,2,2) beam.Anchored = true beam.CanCollide = false beam.Color = Color3.fromRGB(255,255,255) beam.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(90),0)+RootPart.CFrame.lookVector * 5 beam.Material = "Neon" mesh1 = Instance.new("SpecialMesh",beam) mesh1.MeshType = "Cylinder" beam1 = New("Part",Kamehameha) beam1.Size = Vector3.new(3,3,3) beam1.Anchored = true beam1.CanCollide = false beam1.Color = Color3.fromRGB(0,110,255) beam1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(90),0)+RootPart.CFrame.lookVector * 5 beam1.Material = "Neon" beam1.Transparency = 0.6 mesh1 = Instance.new("SpecialMesh",beam1) mesh1.MeshType = "Cylinder" beamend = New("Part",Kamehameha) beamend.Size = Vector3.new(3,3,3) beamend.Anchored = true beamend.CanCollide = false beamend.Color = Color3.fromRGB(255,255,255) beamend.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * 7 beamend.Material = "Neon" mesh1 = Instance.new("SpecialMesh",beamend) mesh1.MeshType = "Sphere" beamend1 = New("Part",Kamehameha) beamend1.Size = Vector3.new(4,4,4) beamend1.Anchored = true beamend1.CanCollide = false beamend1.Color = Color3.fromRGB(0,110,255) beamend1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * 7 beamend1.Material = "Neon" beamend1.Transparency = 0.6 mesh1 = Instance.new("SpecialMesh",beamend1) mesh1.MeshType = "Sphere" workspace.Camera.CameraType = "Watch" workspace.Camera.CameraSubject = beamend -- beam.Touched:connect(function(hit) -- if hit.Parent:FindFirstChild("Humanoid") ~= nil then -- Explode = New("Part",Kamehameha) --Explode.Size = Vector3.new(3,3,3) --Explode.Anchored = true --Explode.CanCollide = false --Explode.Color = Color3.fromRGB(255,255,255) --Explode.CFrame = hit.CFrame --Explode.Material = "Neon" -- --mesh1 = Instance.new("SpecialMesh",Explode) --mesh1.MeshType = "Sphere" --Explode1 = New("Part",Kamehameha) --Explode1.Size = Vector3.new(4,4,4) --Explode1.Anchored = true --Explode1.CanCollide = false --Explode1.Color = Color3.fromRGB(0,110,255) --Explode1.CFrame = hit.CFrame --Explode1.Material = "Neon" --Explode1.Transparency = 0.6 --mesh1 = Instance.new("SpecialMesh",Explode1) --mesh1.MeshType = "Sphere" --for i = 1,10 do -- Explode.Size = Explode.Size + Vector3.new(1,1,1) -- Explode1.Size = Explode1.Size + Vector3.new(1,1,1) -- Explode.Transparency = Explode.Transparency + Vector3.new(0.1,0.1,0.1) -- Explode1.Transparency = Explode1.Transparency + Vector3.new(0.1,0.1,0.1) --end -- end -- -- -- -- end) for i = 1,10 do for i = 1,2 do wait() forward = forward +2 beamsize = beamsize + 0.1 beamend1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (6.5 + beamsize/2 + forward * 4) beamend.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (6.5 + beamsize/2 + forward * 4) beam1.CFrame = RootPart.CFrame *CFrame.Angles(0,math.rad(90),0)+ Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1))+RootPart.CFrame.lookVector * (4.5 + beamsize/2 + forward*2) beam.CFrame = RootPart.CFrame *CFrame.Angles(0,math.rad(90),0)+ Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1))+RootPart.CFrame.lookVector * (4.5 + beamsize/2 + forward*2) beamstart1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (3+beamsize/2) beamstart.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (3+beamsize/2) beam1.Size = Vector3.new(3,beamsize+1,beamsize+1) + Vector3.new(forward*4,0,0) beam.Size = Vector3.new(3,beamsize,beamsize) + Vector3.new(forward*4,0,0) beamend1.Size = Vector3.new(beamsize+2,beamsize+2,beamsize+2) beamend.Size = Vector3.new(beamsize+1,beamsize+1,beamsize+1) beamstart1.Size = Vector3.new(beamsize+2,beamsize+2,beamsize+2) beamstart.Size = Vector3.new(beamsize+1,beamsize+1,beamsize+1) end for i = 1,2 do wait() beamsize = beamsize + 0.1 forward = forward + 2 beamend1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (6.5 + beamsize/2 + forward * 4) beamend.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (6.5 + beamsize/2 + forward * 4) beam1.CFrame = RootPart.CFrame *CFrame.Angles(0,math.rad(90),0)+ Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1))+RootPart.CFrame.lookVector * (4.5 + beamsize/2 + forward*2) beam.CFrame = RootPart.CFrame *CFrame.Angles(0,math.rad(90),0)+ Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1))+RootPart.CFrame.lookVector * (4.5 + beamsize/2 + forward*2) beamstart1.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (3+beamsize/2) beamstart.CFrame = CFrame.new(RootPart.Position + Vector3.new(0,1,0)+Vector3.new(math.random(-0.1,0.1),math.random(-0.1,0.1),math.random(-0.1,0.1)))*CFrame.Angles(0,math.rad(0),0)+RootPart.CFrame.lookVector * (3+beamsize/2) beam1.Size = Vector3.new(3,beamsize+1.5,beamsize+1.5) + Vector3.new(forward*4,0,0) beam.Size = Vector3.new(3,beamsize+.5,beamsize+.5) + Vector3.new(forward*4,0,0) beamend1.Size = Vector3.new(beamsize+2.5,beamsize+2.5,beamsize+2.5) beamend.Size = Vector3.new(beamsize+1.5,beamsize+1.5,beamsize+1.5) beamstart1.Size = Vector3.new(beamsize+2.5,beamsize+2.5,beamsize+2.5) beamstart.Size = Vector3.new(beamsize+1.5,beamsize+1.5,beamsize+1.5) end end for i = 1,30 do wait() beamstart1.Size = beamstart1.Size - Vector3.new(beamstart1.Size.x/10,beamstart1.Size.y/10,beamstart1.Size.z/10) beamstart.Size = beamstart.Size - Vector3.new(beamstart.Size.x/10,beamstart.Size.y/10,beamstart.Size.z/10) beamend.Size = beamend.Size - Vector3.new(beamend.Size.x/10,beamend.Size.y/10,beamend.Size.z/10) beamend1.Size = beamend1.Size - Vector3.new(beamend1.Size.x/10,beamend1.Size.y/10,beamend1.Size.z/10) beam.Size = beam.Size - Vector3.new(0,beam.Size.y/10,beam.Size.z/10) beam1.Size = beam1.Size - Vector3.new(0,beam1.Size.y/10,beam1.Size.z/10) end Kamehameha:Destroy() workspace.Camera.CameraType = "Custom" workspace.Camera.CameraSubject = Character.Humanoid
I don't know if i am exactly right but if you're trying to make a object still and you've anchored, then go to View tab then click on output. It will show you what is going on and what you need to fix, such as, "On line 68, "Print ("Hello). Expected "". it would show you why its constant moving and glitching. Try to look into the physical side of the script. And why is the position moving. If you tried that then check you're lines that include moving you're object or some how physically touching it, like Vector 3 or X,Y,Z. Make sure it doesn't affect any other lines except for that one or others that need variables, and make sure it doesn't affect the Touch Interest. I don't know if this works for you or not, but hope it does!