Attachers
Attachers are objects that enable players and parts to "attach" a set of parts to themselves upon contact.
When the Trigger
part is touched, the WeldModel
will be attached to the object that touched the trigger. The WeldModel
requires the SkipObjectLoad
tag and a PrimaryPart in order for the Attacher to function properly.
To avoid physics issues, please make sure that every part in the WeldModel is set to Massless
.
Use Cases
Attaching objects to the object that interacted with the Attacher, or making objects face the player.
Configuration
Name | Default Value | Description |
---|---|---|
AttachUsingAlign | true | If false , uses a WeldConstraint to attach the PrimaryPart. Otherwise, it uses an AlignOrientation and AlignPosition object. |
CleanDelay | 3 | Time in seconds to wait before cleaning up attachment objects after dismount. |
Cooldown | 0.5 | Time in seconds to wait before the Attacher can activate again |
DismountState | Enum.HumanoidStateType.Jumping | The humanoid state that will trigger a dismount. Some dismount states are not allowed, as they never trigger. In those cases, use Enum.HumanoidStateType.None |
DismountStateEnabled | true | Whether the dismount state check is enabled. |
Offset | CFrame.new(0, 0, -5) | Offset applied to the primary part when attaching. |
WeldToLimb | Enum.Limb.Torso | The limb to attach the object to. Ignored if the target is not a player. |