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Subete
#145306039Thursday, September 04, 2014 5:20 AM GMT

It positions the brick correctly, but doesn't rotate it correctly :/ local sp = script.Parent local aimpart = script.Parent.Parent.Torso while wait() do sp.CFrame = CFrame.new(aimpart.CFrame.p + Vector3.new(0,3,0)) * CFrame.new(aimpart.CFrame.lookVector) end
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#145306437Thursday, September 04, 2014 5:32 AM GMT

b
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#145306897Thursday, September 04, 2014 5:47 AM GMT

b2
Subete
#145308013Thursday, September 04, 2014 6:32 AM GMT

b3
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#145308165Thursday, September 04, 2014 6:40 AM GMT

b4
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#145308485Thursday, September 04, 2014 7:04 AM GMT

b5
Subete
#145308560Thursday, September 04, 2014 7:11 AM GMT

b6
Roblok1
#145308634Thursday, September 04, 2014 7:18 AM GMT

Now you're just spamming.
Subete
#145308903Thursday, September 04, 2014 7:38 AM GMT

Think what you will, but I still have an issue that I can't fix.
Roblok1
#145308966Thursday, September 04, 2014 7:43 AM GMT

Ok here is what I would do. Usaly when you CFrame a part, it's rotation is changed too. So try CFraming the player's torso to an invisible brick with the right rotation. Or just weld their torso to the brick instead. I'm not too sure though.
Roblok1
#145309003Thursday, September 04, 2014 7:45 AM GMT

I could be compleatily off topic. Who knows. More loops. Just call me NOOB!
Subete
#145309214Thursday, September 04, 2014 8:04 AM GMT

Welding it glitches the NPCs movements, and the rotation of the brick (as far as I know..) is defined by the * CFrame.new(aimpart.CFrame.lookVector) The * is supposed to add rotation to the position value, which is the first part of it. But I apparently did something wrong :/
murcury57
#145310033Thursday, September 04, 2014 9:17 AM GMT

[ Content Deleted ]
YamamotoTaka
#145310042Thursday, September 04, 2014 9:18 AM GMT

Try using CFrame.Angles(IDKwhat.CFrame.lookVector)
Subete
#145310604Thursday, September 04, 2014 10:05 AM GMT

I fixed it by doing CFrame.new((aimpart.CFrame.p + aimpart.CFrame.lookVector).p + CFrame.new(0,0,3).p)

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