#Clone of character, always has CanCollide

1 messages · Page 1 of 1 (latest)

final wolf
#

Even if I turn it false in the script, it finds a way to turn it true...

local amount = 0

game:GetService("Players").PlayerAdded:Connect(function(plr)
    plr.CharacterAdded:Connect(function(char)
        char.Archivable = true
        repeat
            local clone = char:Clone()
            clone.Name = clone.Name .. "'s Image"
            clone.Parent = workspace
            for _, part in char:GetDescendants() do
                if part:IsA("BasePart") then
                    part.Transparency = 1
                end
            end
            for _, joint in clone:GetDescendants() do
                if joint:IsA("Attachment") or joint:IsA("Sound") or joint:IsA("Motor6D") then
                    joint:Destroy()
                end
                if joint:IsA("BasePart") then
                    joint.Anchored = true
                    joint.CanCollide = false
                    print(joint.CanCollide)
                    if joint.Name ~= "HumanoidRootPart" then
                        joint.Transparency = 0
                    end
                    if char:FindFirstChild(joint.Name) then
                        joint.CFrame = char[joint.Name].CFrame
                    end
                end
                if joint:IsA("Script") then
                    joint:Destroy()
                end
            end
            print(amount)
            task.wait(0.1)
            clone:Destroy()
        until (not char) or char:FindFirstChildWhichIsA("Humanoid").Health <= 0
    end)
end)

#

This script esentially gives like uh Into-The-Spiderverse kind of rendering