How would I go about turning this from a touch to morph into a click to morph script?
function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("RightArm1") == nil then local g = script.Parent.Parent.RightArm1:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" 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.Parent["RightUpperArm"] 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 if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then h[i].Anchored = false h[i].CanCollide = false end end end script.Parent.Touched:connect(onTouched)
Just get the player mouse then put your morph function inside Button1Down function, like this :
local plr = game.Players.LocalPlayer local mouse = plr:GetMouse() function onClick() if plr.Character:FindFirstChild("RightArm1") == nil then local g = script.Parent.Parent.RightArm1:Clone() g.Parent = plr.Character local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" 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 = plr.Character["RightUpperArm"] 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 if h[i].className == "Part" or C[i].className == "UnionOperation" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then h[i].Anchored = false h[i].CanCollide = false end end end mouse.Button1Down:connect(onClick)
EDIT :
Before, you could detect if the part belong to a player, and if he had a right arm. Now, as we define the player at the beginning, you can just detect if the player has a right arm (we already know that he is a player so , it would be useless to check if he has a Humanoid)
Anyways, i just replaced each "hit" by "plr.Character" in your script