Hello Developers, I have a script that connects a player to a Rig by a Motor6D. My issue is the player becomes unable to walk and occasionally the Rig can collide with other players/objects even though I scripted it off. I could provide a script but its simply just a Motor6D being attached to the Rig’s primarypart and the players primarypart. I’m looking for any possible loopholes. Here is a video to show exactly what I mean:
I believe that the humanoid of the rig you attached is applying force on it’s own. Making you unable to walk properly.
You can simply change it’s humanoid state type with the function :ChangeState() to physics so it doesn’t apply force on it’s own.
(Just make sure that the physics humanoidstatetype is enabled)
I’m aware that its most likely the humanoid causing issues, but :ChangeState() does not change anything, everything acts the same.
Did you enable the Physics HumanoidStateType with the function :SetStateEnabled and was the humanoid state type changed to “Physics”?
No still not working, and yes I changed the state to Physics.
ClonedRig.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics, true)
Try this
I tried that and it gave a weird wobbly effect, and it didn’t work.
I talked to some of my friends and one of them found out.
Its not anything with the humanoid, actually the collisiongroups, heres what I’m using:
PhysicsService:CollisionGroupSetCollidable(PlayerCharacters, PlayerCharacters, false)
PhysicsService:CollisionGroupSetCollidable(Secondary, 'Default', false)
PhysicsService:CollisionGroupSetCollidable(Secondary, PlayerCharacters, false)
Collision_.SetCharacterCollisions = function(Character, Partner)
for _, instance in Character:GetDescendants() do
if instance:IsA("BasePart") or instance:IsA("Part") or instance:IsA("MeshPart") then
instance.CollisionGroup = PlayerCharacters
if Partner then
instance.CollisionGroup = Secondary
instance.Massless = true
instance.Anchored = false
instance.CanCollide = false
end
end
end
end
Hopefully that will help someone because I spent hours struggling for a solution.
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