#Orientation/Rotation vector3 script ignores pivot point PLZ HELP

1 messages · Page 1 of 1 (latest)

opal halo
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When changing and rotating the CFrame, it completely ignores the pivot point and rotates as if the pivot point was in the center. I tried using :ToPivot but that messed everything up

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local pickUpEvent = rs.Events.pickUp
local Configuration = require(rs.ModuleScripts.Configuration)
local hitbox = rs.Union

pickUpEvent.OnServerEvent:Connect(function(player)
    
    local char = player.Character
    local hrp = char:WaitForChild("HumanoidRootPart")
    local head = char:WaitForChild("Head")
    
    local rx = 90 
    local ry = 90
    local rz = 90
    
    local rotation = CFrame.fromOrientation(0, math.rad(ry + hrp.Orientation.Y), math.rad(rz))
    
    print(math.rad(90)*60, math.rad(hrp.Orientation.Y)*60)

    
    local Distance = hitbox.Size.Y/2
    local CheckHitbox = hitbox:Clone()
    
    print(CheckHitbox.Rotation)
    CheckHitbox.Parent = game.Workspace
    
    CheckHitbox.CFrame = (CFrame.new(hrp.Position.X, hrp.Position.Y, hrp.Position.Z-Distance) * rotation)
    
    --game.Debris:AddItem(CheckHitbox, 0.5)
    
end)```
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if i rotate it manually, it goes by the pivot point, just not when changing it in the script

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im not really good with CFrames, so the solution might be something simple