yes it works but i was wondering how to use it in a server script and if it even would work serversided in a localscript
part:SetNetworkOwner(nil)
part:ApplyImpulse(vector3.new(0, 1000, 0))
But you wouldn’t want to set network owner of your character to nil, (idk what will happen but most likely your character controls being unresponsive)
Yes, it will because a character part’s network ownership belongs to the client
therefore any physics calculation is handled by the client, and replicated to other clients internally through the physics engine
if i do SetNetworkOwner for a control player script would i be able to control the player
um no, why do you ask
:SetNetworkOwner(player or nil) only can be used on server (iirc)
:SetNetworkOwner() is a method of BasePart therefore will not work on objects of other classes, (script, for example)
it’s a method for deciding who to calculate the physics of said BasePart
set it to nil, the server calculates
set it to a player, the player calculates and send to server to replicate (internally)
please link me a guide of setnetworkowner
If the part is created by server, you have to use Script to applyImpluse(). In this case, don’t use LocalScript to do this.