You can write your topic however you want, but you need to answer these questions:
What do you want to achieve?
I want to fix a bug with Align Position
What is the issue?
After AlignPosition is destroyed, when the player jumps while moving, they’re sent speeding away
What solutions have you tried so far?
I have tried resetting the humanoid’s velocity after the AlignPosition is destroyed and setting MaxVelocity and MaxForce to 0. And yes, I looked on developer hub
this is the function:
function module.grab(attacker:Model, victim:Model)
local att_hrp = attacker:FindFirstChild(“HumanoidRootPart”)
local vic_hrp = victim:FindFirstChild(“HumanoidRootPart”)
I did the prints and the destroying function is being fired and the velocities are changing.
What do you mean by where the AlignPosition is being set to?
Yeah, attachment 0 is set to the opponent. I’m destroying it any script I’m using it in, after the attack is finished. Like this for example (weld is the AlignPosition):
user_track.Stopped:Wait()
t_hrp:SetNetworkOwner()
if user_special.IsPlaying == false then
user:SetAttribute("InAttack", false)
weld:Destroy()
stun_mod.unstun(user)
t_hrp.CFrame = target.Torso.CFrame
t_hrp.Anchored = false
target:SetAttribute("InAttack", false)
damage_mod.fling(target, us_hrp.CFrame.LookVector * 200 + Vector3.new(0, 300, 0))
end
Destroying it in 10 seconds was an attempt to fix the issue, but that didn’t work lol.
I just noticed that if the Attacker gets another AlignPosition from something else, the opponent will no longer have the problem. I don’t know if that means anything, but I thought it was worth noting.