Weird Weld Behavior (Execution System)

Hey, I’m creating a Execution/Glory Kill System for my game and it involves using welds to give the animation a clean look and for some reason it has a weird behavior where the user gets teleported via weld after you execute a respawned npc/player. My goal is to make it always teleport the victim via weld instead of the user. Looking for any help or tips that I could use to make my system better. EXAMPLE BELOW. (1st execute is expected/intended behavior, 2nd is bugged/weird behavior)

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A solution could be setting the network owner of the downed player’s character to the executing player’s character. Also make sure you are setting Part0 to the player who is executing

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When you weld the part that moves and the part that doesnt move is determined by root priority property. That means you might need to change the root part to the correct persion and verify that using :GetRootPart()