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HatLicense
#184137044Monday, February 22, 2016 11:05 AM GMT

local p = Instance.new("Part") p.FormFactor = "Custom" p.Shape = "Cylinder" p.Size = Vector3.new(35.2, 25.2, 28.2) p.BrickColor = BrickColor.new("Bright yellow") p.Material = "SmoothPlastic" p.BackSurface = "SmoothNoOutlines" p.FrontSurface = "SmoothNoOutlines" p.BottomSurface = "SmoothNoOutlines" p.LeftSurface = "SmoothNoOutlines" p.RightSurface = "SmoothNoOutlines" p.TopSurface = "SmoothNoOutlines" p.Anchored = false p.CanCollide = false p.Transparency = 0.2 local w1 = Instance.new("Weld") w1.Parent = plr.Character:FindFirstChild("Torso") w1.Part0 = w1.Parent w1.Part1 = p w1.C1 = CFrame.new(0, -20, 0) w1.Part1.Parent = game.Workspace for some reason when I cast this the player is teleported under the map, when the cframe is 0 the players gets weighed down by it.
HatLicense
#184137396Monday, February 22, 2016 11:29 AM GMT

Bump
oni0n
#184137518Monday, February 22, 2016 11:38 AM GMT

"local w1 = Instance.new("Weld") w1.Parent = plr.Character:FindFirstChild("Torso") w1.Part0 = w1.Parent w1.Part1 = p w1.C1 = CFrame.new(0, -20, 0) w1.Part1.Parent = game.Workspace" I don't understand, why would you parent a property to something? This is really easy to fix and I recommend you start off with something easier. If you want to continue, here's a fixed version of your weld portion, as the part instance is already working and functional: local w1 = Instance.new("Weld", p) --[[ you can easily set the parent of the weld like this]]-- w1.Part0 = plr.Character:findFirstChild("Torso") --[[ assuming you've already declared "plr"]]-- w1.Part1 = p w1.C1 = CFrame.new(0, 0, 0) --[[ why would you want to offset the weld's C1?? C1 is used for pivoting at a specific point..]]-- w1.C0 = CFrame.new(0, -20, 0) --[[ what you REALLY want to do is set the C0 of the part to -20, offsetting it above the character's torso by -20 studs. ]]-- #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
Hedr0n
#184137541Monday, February 22, 2016 11:40 AM GMT

Onion I think your sig is wildly stupid
oni0n
#184137545Monday, February 22, 2016 11:40 AM GMT

Remove the block comments once you've fully read and understood them. I'm still dumbfounded by this single line.. "w1.Part1.Parent = game.Workspace" I mean what led you to thinking that you could make an instance's property's parent workspace? Mind anything at all?? What were you even trying to accomplish?! #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
oni0n
#184137583Monday, February 22, 2016 11:43 AM GMT

Remove the block comments once you've fully read and understood them. I'm still dumbfounded by this single line.. "w1.Part1.Parent = game.Workspace" I mean what led you to thinking that you could make an instance's property's parent workspace? Mind anything at all?? What were you even trying to accomplish?! #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
oni0n
#184137612Monday, February 22, 2016 11:45 AM GMT

Damnit, lagged ;( #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
HatLicense
#184138093Monday, February 22, 2016 12:13 PM GMT

local w1 = Instance.new("Weld", p) w1.Part0 = plr.Character:findFirstChild("HumanoidRootPart") w1.Part1 = p w1.C1 = CFrame.new(0, 0, 0) w1.C0 = CFrame.new(0, -5, 0) This still Teleports the Player, and the players legs still go under the baseplate.
oni0n
#184138178Monday, February 22, 2016 12:17 PM GMT

local p = Instance.new("Part", plr.Character) p.Anchored = false p.Cancollide = false p.Material = "SmoothPlastic" p.BackSurface = "SmoothNoOutlines" p.FrontSurface = "SmoothNoOutlines" p.BottomSurface = "SmoothNoOutlines" p.LeftSurface = "SmoothNoOutlines" p.RightSurface = "SmoothNoOutlines" p.TopSurface = "SmoothNoOutlines" p.FormFactor = "Custom" p.Shape = "Cylinder" p.BrickColor = BrickColor.new("Bright yellow") p.Transparency = 0.2 Weld = Instance.new("Weld", p) Weld.Part0 = p Weld.Part1 = plr.Character:findFirstChild("HumanoidRootPart") Weld.C0 = CFrame.new(0, -5, 0) #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
HatLicense
#184138306Monday, February 22, 2016 12:23 PM GMT

http://postimg.org/image/8fezsi8jb/
oni0n
#184143827Monday, February 22, 2016 4:12 PM GMT

what are you even trying to do?? #code cout << "Truth shall sit upon the lips of a dying man" << endl; //Matthew Arnold
HatLicense
#184147506Monday, February 22, 2016 5:59 PM GMT

I'm just trying to weld this big Cylinder to the players torso to give of an effect that they are surrounded by lightning but I want it to move with the player. I know I could just constantly set its Position to the players torso but I thought welding would be more convenient.
oni0n
#184148739Monday, February 22, 2016 6:33 PM GMT

that makes no sense and just offset & resize the part in the code i gave you, nerd i'm not going to keep spoon-feeding you, y'know.. #code cout << "Proof by analogy is fraud" << endl; //Bjarne Stroustrup
HatLicense
#184149303Monday, February 22, 2016 6:49 PM GMT

It makes complete sense.. Basically, this part is created when the player presses the key "Z", the player then says "Lightning Blah-Blah" and I want the part to be welded to the players torso which would allow them to move well the part is around them. Don't be rude, I asked for help, you chose to help and it happened to not fix the problem, so I asked for more, assuming you'd understand the direction I was going in. Thanks.
oni0n
#184149358Monday, February 22, 2016 6:50 PM GMT

"it happened to not fix the problem" you're implying that i'm supposed to fix your problem for you? i simply volunteered to help you, i can help you as much as i want even more, is that i gave you enough information to fix it yourself. i literally spoonfed you the entire working code, all you have to do now is offset the part and resize it.. #code cout << "Proof by analogy is fraud" << endl; //Bjarne Stroustrup
HatLicense
#184149667Monday, February 22, 2016 6:58 PM GMT

... It did not fix it- The error left behind is that regardless of where the offset is put, the player's legs will fall under the map, this is the error I started off with. I never said you had to fix my problem, I said the information you gave to fix it, did not, then got rude when I replied that did not fix it.
iondriver
#184149857Monday, February 22, 2016 7:03 PM GMT

This is not so much a script problem as a physics problem. Try enabling the new physics engine and custom part properties, and then adjusting the parts density to as close to 0 as you can get it. (I don't remember the cap off the top of my head)
HatLicense
#184150176Monday, February 22, 2016 7:10 PM GMT

I did attempt that, I set everything within CustomProperties to 0 but the player was still put through the ground.
oni0n
#184150191Monday, February 22, 2016 7:11 PM GMT

Then don't you think something else might be wrong??? #code cout << "Proof by analogy is fraud" << endl; //Bjarne Stroustrup
128Gigabytes
#184153418Monday, February 22, 2016 8:29 PM GMT


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