You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
I want to achieve a clear accurate dummy that follows the red object
What is the issue? Include screenshots / videos if possible!
the issue is when the player jumps, the dummy goes completely crazy and it’s not the intended thing
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
i tried changing the maxforce, maxvelocity, I’m starting to think that this could be a bug. I also tried changing making the red object follow the player in a while true loop but it was very delayed and I don’t think it was efficient
Desktop 2021.01.25 - 23.24.55.03 (I made a script that welds the red object to the player, and I have an attachment in it which then I set the alignposition which is located in the humanoidrootpart of the dummy, but as you can see it’s acting incredibly weird.
Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.
I don’t know if this should be in the scripting section but if you can redirect me to the correct category
Why are you creating a part that the AlignPosition must follow? if you want the Stand to be on an offset from your character then offset the Position of the AlignPosition’s Attachment1 (by putting it in the HumanoidRootPart) to
Vector3.new(-3, 0.5, -2)
Which will offset it to the right and behind the character without having to use a part for it.
is this how you are supposed to do it?
The attachment stays where I want it to be but the stand goes crazy I think it’s maybe the compliance of the alignposition
The Attachment1 of the AlignPosition and AlignOrientation must be inside the HumanoidRootPart of the Character, and the Attachment0 must be in the Stand’s HumanoidRootPart, don’t forget to Set the network ownership to the player, or else when you go near other players, the stand will stick to them (Stand.HumanoidRootPart:SetNetworkOwner(Player))
yeah that’s already how I do it… but when I try to set the network owner I get this error : Can only call Network Ownership API on a part that is descendent of Workspace
newStand.HumanoidRootPart:SetNetworkOwner(Char) -- also already tried with player still sme
Are you doing it before your stand gets cloned and put into the Character? If so, do it at the end after it’s been parented to the Character or the workspace, and also NetworkOwners can only be player objects, so don’t do that i guess.
This is really weird, first time I worked with AlignPositions and AlignOrientations I did not have any issues with them (except when i was inexperienced and thought Attachment’s positions were the same as normal Positions). I’ll pass over one of my basic stand places that use AlignPosition and AlignOrientation, and you can use that to try and figure out what the issue is.
I have had a similar issue. AlignPosition and AlignOrientation do not play nicely with players avatars. My best guess is that character movement is handled on client, while the constraints are handled on server. Now I know network ownership exists, but bear in mind that attached parts need to be simulated to other clients too.
Now this is purely speculation, but because you are welding the red part (lets call it proxy) to the humanoid controlled by client, physics go bonkers.
My solution was to control proxy part movement on the server. Simply update part CFrame with humanoid root position data on server (taking into account any offset you may need). You may connect to heartbeat, but in practice update every 1/10 of a second is good enough too.
Edit: If you do not need dummy to collide with objects, consider tweening to the proxy instead.