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✓ ANSWER ACCEPTED

How would I spawn a Map Model to specific position in this code?

Hello all! My minigame system is seeming to fail atm, and I am entirely sure as to why!

I'd like my script to be able to spawn where the "DungeonSpawn" model with the child part named "Pos" is!

When I run this, after the period of 60 seconds (intermission), it spawns the map, BUT, it spawns it at position (0,0,0) in the workspace! I done some research on the DevForums about this problem, and only found my attempt, which didn't work, so I've turned to here!

Here is my ServerScript located in the workspace! Any and all help is appreciated! Main focus of attention I BELIEVE is Lines 34-43, but I could be wrong! Thank you!

local minigameModule = {
	gameRunning = false,
	playersAlive = {},
	currentMap = nil
}

local waitForChild = game.WaitForChild
local findFirstChild = game.FindFirstChild

-- Modules

local settingsModule = require(waitForChild(script, "Settings"))
local onWin = (function()
	local onWinModule = findFirstChild(script, "OnWin")
	
	if onWinModule then
		local onWinFunction = require(onWinModule)
		
		if type(onWinFunction) == "function" then
			return onWinFunction
		end
	end
end)()

local remoteEvent = waitForChild(game:GetService("ReplicatedStorage"), "Event")
local mapsStorage = waitForChild(game:GetService("ServerStorage"), "Maps"):GetChildren()

local playersService = game:GetService("Players")

function minigameModule.isPotentialGame()
	return playersService.NumPlayers >= settingsModule.minimumPlayers
end

function minigameModule:chooseMap()
	local chosenMap = mapsStorage[#mapsStorage]:Clone()
	if findFirstChild(chosenMap, "Spawns") then
		chosenMap.Parent = workspace.DungeonSpawner
		chosenMap.PrimaryPart.Position = Vector3.new(game.Workspace.DungeonSpawner.Pos.Position) -- edited
		chosenMap:MakeJoints()
		self.currentMap = chosenMap
		return chosenMap
	end
end

function minigameModule:spawnPlayers()
	local playersAlive = self.playersAlive
	local spawns = self.currentMap.Spawns:GetChildren()
	for index = 1, #playersAlive do
		local playerData = playersAlive[index]
		playerData.playerHumanoidRoot.CFrame = spawns[math.random(#spawns)].CFrame
	end
end

function minigameModule:runIntermission()
	if settingsModule.intermissionTime > 0 then
		for currentTime = math.floor(settingsModule.intermissionTime), 0, -1 do
			remoteEvent:FireAllClients("Timer", currentTime)
			wait(1)
		end
	end
	remoteEvent:FireAllClients("CeaseGUIs")
end

function minigameModule:getAlivePlayers()
	local playersAlive = {}
	for index, currentPlayer in next, playersService:GetPlayers() do
		local playerCharacter = currentPlayer.Character
		if playerCharacter then
			local playerHumanoidRoot = findFirstChild(playerCharacter, "HumanoidRootPart")
			local playerHumanoid = findFirstChild(playerCharacter, "Humanoid")
			if playerHumanoid and playerHumanoidRoot then
				table.insert(playersAlive, {
					player = currentPlayer,
					playerHumanoid = playerHumanoid,
					playerHumanoidRoot = playerHumanoidRoot
				})
			end
		end
	end
	return playersAlive
end

function minigameModule:isLegalGame()
	if #self:getAlivePlayers() >= settingsModule.minimumPlayers then
		return true
	end
end

function minigameModule:queryGameStart()
	if self.gameRunning then
		return
	elseif self.isPotentialGame() then
		self.gameRunning = true
		remoteEvent:FireAllClients("CeaseGUIs")
		self:runIntermission()
		
		if self:isLegalGame() then
			if settingsModule.roundDuration > 0 then
				
				local currentMap = self:chooseMap()
				local mapWeapons = findFirstChild(currentMap, "Weapons")
				
				local playersAlive = self:getAlivePlayers()
				self.playersAlive = playersAlive
				
				for index = 1, #playersAlive do
					local currentPlayer = playersAlive[index]
					local backpack = findFirstChild(currentPlayer.player, "Backpack")
					
					if backpack and mapWeapons then
						for index, weapon in next, mapWeapons:GetChildren() do
							weapon:Clone().Parent = backpack
						end
					end
					
					local connection
					connection = currentPlayer.playerHumanoid.Died:connect(function()
						connection:disconnect()
						table.remove(playersAlive, index)
						if #playersAlive < 2 then
							local winner = playersAlive[1]
							if winner then
								self:endGame(winner.player.Name .. " has won!", winner.player)
							else
								self:endGame("No one has won!")
							end
						end
					end)
				end
				
				if mapWeapons then
					mapWeapons:Destroy()
				end
				
				self:spawnPlayers()		
				
				remoteEvent:FireAllClients("Message", currentMap.Name .. " was chosen!", 5)
				
				for currentTime = settingsModule.roundDuration, 0, -1 do
					if not self.gameRunning then
						return
					end
					remoteEvent:FireAllClients("Timer", currentTime)
					wait(1)
				end
				self:endGame("The timer ran out! No one has won!")
			end
			
		else
			self:endGame("Not enough players alive to begin the round!")
		end
	else
		local remainingPlayers = settingsModule.minimumPlayers - playersService.NumPlayers
		remoteEvent:FireAllClients("Message", "Waiting for " .. remainingPlayers .. " player" .. (remainingPlayers > 1 and "s" or "") .. " to join.")
	end
end

function minigameModule:endGame(outputMessage, winner)
	if self.gameRunning then
		
		self.gameRunning = false
		self.currentMap:Destroy()
		self.currentMap = nil
		
		if winner and onWin then
			onWin(winner)
		end
		
		for index, player in next, playersService:GetPlayers() do
			player:LoadCharacter()
		end
		
		wait(1)
		
		remoteEvent:FireAllClients("Message", outputMessage, 5)
		
		wait(5)
		
		self:queryGameStart()
	end
end

function minigameModule:removePlayer(player)
	if self.gameRunning then
		for index = 1, #self.playersAlive do
			if self.playersAlive[index].player == player then
				table.remove(self.playersAlive, index)
				if #self.playersAlive <= 1 then
					self:endGame("Not enough players to continue the game.")
				end
				break
			end
		end	
	end
end

playersService.PlayerAdded:connect(function()
	minigameModule:queryGameStart()
end)

playersService.PlayerRemoving:connect(function(player)
	minigameModule:removePlayer(player)
end)

1 answer

✓ Accepted answer

You need to use a CFrame I believe,

chosenMap.PrimaryPart.Position = Vector3.new(game.Workspace.DungeonSpawner.Pos.Position)

should be

chosenMap.PrimaryPart.Position = CFrame.new(Vector3.new(game.Workspace.DungeonSpawner.Pos.Position))

and you could also do

chosenMap.PrimaryPart.Position = CFrame.new(game.Workspace.DungeonSpawner.Pos.Position)

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