I'm trying to cframe bigger duplicates of anchored body parts to an anchored player, each part to the player's relative part, when the player is moving for some reason the duplicates are being cframed not where they should be, this is the code of a script that once it's being enabled inside of a player's character it will cause the duplicates of his body to be cframed on that player's body
if not script.Parent.Head:FindFirstChild("Ignore") then
--Player = game.Players:GetPlayerFromCharacter(script.Parent)
--if Player ~= nil then
local Children = script.Parent:GetDescendants()
local Parts = {}
for i = 1, #Children do
if Children[i]:IsA("BasePart") and Children[i].Name ~= "HumanoidRootPart" and not Children[i].Parent:IsA("Tool") then
Children[i].Anchored = true
end
end
--end
wait(1)
local Locked = Instance.new("BoolValue", script.Parent)
Locked.Name = "Locked"
game:GetService("Debris"):AddItem(Locked,5)
local Children = script.Parent:GetDescendants()
local Parts = {}
for i = 1, #Children do
if Children[i]:IsA("BasePart") and Children[i].Name ~= "HumanoidRootPart" and not Children[i].Parent:IsA("Tool") then
Children[i].Anchored = true
local Clone = Children[i]:Clone()
if Clone:FindFirstChild("Mesh") then Clone.Mesh.TextureId = "" end
Clone.Name = "Ignore"
local Locked = Instance.new("BoolValue", Clone)
Locked.Name = "Glacius"
Clone.Material = Enum.Material.Ice
Clone.BrickColor = BrickColor.new("Baby blue")
Clone.Size = Children[i].Size + Vector3.new(.1, .1, .1)
Clone.CanCollide = false
Clone.Transparency = 0.6
Clone.Parent = Children[i]
table.insert(Parts, Clone)
end
end
wait(5)
for i = 1, #Parts do
if Parts[i].Parent ~= nil then
Parts[i].Parent.Anchored = false
if Parts[i].Name ~= "Ignore" then
Parts[i].Parent.Transparency = 0
end
end
Parts[i]:Destroy()
end
--Player = game.Players:GetPlayerFromCharacter(script.Parent)
--if Player ~= nil then
local Children = script.Parent:GetDescendants()
local Parts = {}
for i = 1, #Children do
if Children[i]:IsA("BasePart") and Children[i].Name ~= "HumanoidRootPart" and not Children[i].Parent:IsA("Tool") then
Children[i].Anchored = false
end
end
--end
end
wait()
script:Destroy()

1 comment
I don't know if this would work, but maybe cloning the players character, moving all the positions to your desire. And giving the regular player a transparency until the clones movement is final?