so what i need help with is how would i move a bunch of models when touched you see i have a bunch of jump scare model popups spread out over my maze and what i want is when i touch this certain part the models go down into place thus making my game harder then after 5 minutes they can go back up i dont know if i would use wielding or setprimarypart if i do have to use those how do i use them
REMEMBER TO GO TO THE MODEL AND SET ITS PRIMARY PART AS A PART OR THIS WILL ERROR
Define model and part and change position
local model = workspace.Model local part = workspace.Part local position = Vector3.new(10,10,10) part.Touched:Connect(function() print('Part touched, moving model') model:SetPrimaryPartCFrame(CFrame.new(position)) print('model moved') end)
Basically the model is the item being moved the part is the part being touched the position is where the model will move to
Later when the part is touched, the model moves to the desired location
To move it back to its original spot, just change "position" and add wait with a debounce
local model = workspace.Model local part = workspace.Part local position = Vector3.new(10,10,10) local deb = true part.Touched:Connect(function() if deb == true then deb = false print('Part touched, moving model') model:SetPrimaryPartCFrame(CFrame.new(position)) print('model moved') else position = Vector3.new(0,0,0) wait(5) deb = true model:SetPrimaryPartCFrame(CFrame.new(position)) end end)
where it says position = Vector3.new(0,0,0), change that to your coordinates
if the models are in a storage service then maybe use a table to spawn them in
local models = { game.ServerStorage.SpoopyMonster1, game.ServerStorage.SpoopyMonster2, game.ServerStorage.SpoopyMonster3 } function Touch(h) if h and h.Parent and h.Parent:FindFirstChildOfClass("Humanoid") then for k, v in pairs(models) v.Parent = workspace end wait(60*5) -- five min for k, v in pairs(models) v.Parent = game.SeverStorage end end end workspace.SpoopyPart.Touched:Connect(Touch)
Closed as Not Constructive by RubenKan
This question has been closed because it is not constructive to others or the asker. Most commonly, questions that are requests with no attempt from the asker to solve their problem will fall into this category.
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