with just c2 and see what happens. Steps to weld: Set your Part0 to the character part you’re welding to. Set your Part1 to the part you’re welding onto the character. Set your C1 (or C0, C1 is better here) to the offset you want. Try CFrame.new (0, -2, 0) for a start. Parent your weld somewhere in the workspace.
Take Arsenal again as an example, you click deploy, you spawn with a gun. But how do you make it so that you cant unequip the tool only switch and spawn with it in your hand? Put the tool in StarterPack. Maybe. But that would make you manually click the tool. I need it to spawn with the tool, and unable to unequip and can switch
Then, add a cube and scale it large covering the main map and duplicated parts. Union all parts (Duplicated map and cube), then boom you have a mold of your map. Change the transparency of mold (cube) to 0 to make it invisible.
3:468:17All about Welds in Roblox Studio - YouTubeYouTubeStart of suggested clipEnd of suggested clipAnd the little drop down plus menu go to well constraint. Part 0 will be this part and then part 1MoreAnd the little drop down plus menu go to well constraint. Part 0 will be this part and then part 1 will be this part. And these parts are welded.
You can't weld a BasePart to an Attachment using a Weld. However, you can use another Attachment, AlignPosition and AlignOrientation to do the same thing.
10:1320:28Advanced Roblox Scripting Tutorial #9 - Welding (Beginner to Pro 2019)YouTubeStart of suggested clipEnd of suggested clipDot. All right basically that's what I'm doing now because we created the instance a weld right.MoreDot. All right basically that's what I'm doing now because we created the instance a weld right.
Steps to weld:Set your Part0 to the character part you're welding to.Set your Part1 to the part you're welding onto the character.Set your C1 (or C0 , C1 is better here) to the offset you want. Try CFrame.new(0, -2, 0) for a start.Parent your weld somewhere in the workspace. I suggest it's Part0 .
Use qPerfectionWeld from the toolbox which automatically welds everything together for you. Put the script into your model which has all the parts in it and done.
Creating Attachments An attachment can be created from the Model tab by accessing the Create button's drop-down menu and selecting Attachment. Once the tool is active, drag your mouse over the surface of a BasePart . When the attachment is in the desired position, click to create it.
It's not a virus. I have the same problem. It automatically welds parts in Roblox Studio for me. If it is a virus, try checking your plugins.
0:186:21How to use QPerfectionWeld script to customize zombies and toolsYouTubeStart of suggested clipEnd of suggested clipJust group any parts together and then put the wild grip into it and when we play test it it's stuckMoreJust group any parts together and then put the wild grip into it and when we play test it it's stuck together without touching or even if it's inside each other pretty awesome.
motor6D is a weld 2.0, it allows two parts to be together and being able to move.
0:252:09Roblox Studio In 2 Minutes: How to Weld (Subtítulos Españoles)YouTubeStart of suggested clipEnd of suggested clipAnd create a weld constraint. We'll go to the model tab. Click create select weld you'll see yourMoreAnd create a weld constraint. We'll go to the model tab. Click create select weld you'll see your cursor change to a welding instrument with a plus sign. Now you'll see it automatically.
To insert a mesh into your game, right-click it and select Insert. Alternatively, if the mesh contains location data, you may preserve it upon insertion by selecting Insert With Location.
Determines if an Instance can be cloned using /Instance/Clone or saved to file.
Create a copy of an object and all its descendants, ignoring objects that are not Instance/Archivable|Archivable
Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.
Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.
Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.
Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.
Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.