local UIS = game:GetService('UserInputService')
local plr = game.Players.LocalPlayer
local Char = plr.Character or plr.CharacterAdded:Wait()
local model1p1 = game.Workspace.ElementalCircle.Model1.b1
local model1p2 = game.Workspace.ElementalCircle.Model1.b2
local model1p3 = game.Workspace.ElementalCircle.Model1.b3
local model1p4 = game.Workspace.ElementalCircle.Model1.b4
local model1p5 = game.Workspace.ElementalCircle.Model1.b5
local Key = 'F'
local circle = script.Parent.Parent.Parent.Parent.Workspace.ElementCircle
UIS.InputBegan:Connect (function(Input, IsTyping)
if IsTyping then return end
local KeyPressed = Input.KeyCode
if KeyPressed == Enum.KeyCode[Key] then
print(plr.Name..' had pressed ' ..Key)
local model1p1 = Vector3.new("-168, -20.5, 115")
wait(1)
local model1p1 = Vector3.new("163, 162, 165")
end
end)
thats what i put down and my blocks arent going from the ground to up
local mouse = game.Players.LocalPlayer:GetMouse() mouse.KeyDown:Connect(function(key) if key == key:lower("f") then local model1p1.CFrame = CFrame.new(163, 162, 165) --and do this with the rest of them with the positions u want end end)
it gets ur mouse and if u press f (key:lower() means it dont matter if its a capital letter or not) then it gives the part a new cframe
You have two problems. You instantiated 'model1p1' as a part located in workspace. Afterwards, where you presumably try and set model1p1's position, you actually just redefined the variable itself instead. To change the position of a part, you should be using the Position property:
model1p1.Position
Your second problem is that you're trying to use Vector3.new with a string argument. Vector3 takes 3 number arguments (x, y, z):
Vector3.new(-168, -20.5, 115)
Ultimately, setting the position of your part variable 'model1p1', should look like
model1p1.Position = Vector3.new(-168, -20.5, 115)
Hope this helps, and I couldn't use line references to your code because you didn't code block it.