Im confused on how to make the enemy stick to the player like in the strongest battlegrounds

Grab moves have always been a struggle for me, but one thing im interested in is the way the strongest battlegrounds has their grab abilities work
Clips below for reference, i got them from a youtuber named Bread Iris:
https://gyazo.com/6baf4ca5dacc396b5f742affe3eb5236
https://gyazo.com/f9ea876e454b55cb394d98a13d9d537b
Does anyone know how to make a grab ability that would be smooth like this? In the past ive tried weld constraints and they aren’t that bad but one problem i have is if one player dies both of them die due to being welded.

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as much as weld constraints are hard to deal with I bet its a parenting sort of deal that contains and plays the animation&sequence of movements for both the models, and unbinds the targetPlayers movement through contextActionService

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But how does that keep the enemy welded to the player? I understand how to stop them from moving and do animations but im confused how they get them to stick like that

alignPosition most likely since animations naturally dont take the camera with them

Ive tried using align position, but it seems to lag behind, so im not sure if thats it
Edit: Ok I got it working by setting RigidityEnabled and ReactionForceEnabled to true and set the WorldPosition of one of the attachments to slightly infront of the player, Im not sure if its what they did but its close enough for me

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