I have made a glider that is welded to the character's head. The script runs, the glider is on the face of the player but I want it to be about 6 studs high. When I make the glider move up with script, it moves the whole player 6 studs high so I wanted the player to fall from a height and after a few seconds the glider spawns over the head causing it to be over the player's head but it still goes directly in the player's head
01 | game.Players.PlayerAdded:Connect( function (plr) |
02 | repeat wait() until plr.Character |
03 | repeat wait() until plr.Character.Parent = = workspace.FlightModel |
04 | repeat wait() until plr.Character.Parent = = workspace |
05 | print ( "Exited" ) |
06 | for _, descendant in pairs (game.ServerStorage:GetDescendants()) do |
07 | if descendant:IsA( "Model" ) and descendant.Name = = "DefaultGlider" then |
08 | print ( "GliderFound" ) |
09 | if descendant.Handle.Purchased.Value = = true and descendant.Handle.Equipped.Value = = true then |
10 | print ( "GliderAvailable" ) |
11 | local GliderClone = descendant:Clone() |
12 | for name, child in pairs (GliderClone:GetChildren()) do |
13 | child.Anchored = true |
14 | print ( "CloneAnchored" ) |
15 | GliderClone.Parent = workspace |
It seems u have a couple of options, either maintaining the weld and do a a tween or loop for example to change the weld's C0, or delete the weld, and make it so that the hat stays still for a second by anchoring it for example, and then move it to the position u want it to move close to the character's head with a BodyMover like BodyPosition and then weld it again