Hi, I animated a car with moon animator and then I made a script that loads the animation. It works but I have annother script that lets the player stay on the car when players stay on it. Without that script the car would go without the player. But somehow my car goes crazy when I sit down on a seat. I tried to anchor it but then the animation doesnt work. Heres a example:
It must be the script because if I delete it, the car doesnt go crazy. It is a local script and its in the StarterCharacterScripts Folder. Heres the script that lets the player stay on the car:
local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')
local CheckStates = true
local LastPartCFrame
local LastPart
local Function
local Function2
function CFrameLogic(Raycast, CFramePart)
--------------------------------------------------------------- MOVE PLAYER TO NEW POSITON FROM OLD POSITION
if Raycast.Instance ~= LastPart then
LastPart = Raycast.Instance
LastPartCFrame = nil
end
local Train = Raycast.Instance
if LastPartCFrame == nil then -- If no LastTrainCFrame exists, make one!
LastPartCFrame = Train.CFrame -- This is updated later.
end
local TrainCF = Train.CFrame
local Rel = TrainCF * LastPartCFrame:inverse()
LastPartCFrame = Train.CFrame -- Updated here.
CFramePart.CFrame = Rel * CFramePart.CFrame -- Set the player's CFrame
--print("set")
end
Function = RunService.Heartbeat:Connect(function()
--------------------------------------------------------------- CHECK PLATFORM BELOW
-- Build a "RaycastParams" object
local MovingObjects = workspace.MovingObjects --Make a folder and put all moving objects into it and call the folder "MovingObjects"
local HumanoidRootPart = player.Character.HumanoidRootPart
local humanoid = player.Character.Humanoid
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Whitelist
raycastParams.FilterDescendantsInstances = {MovingObjects}
raycastParams.IgnoreWater = true
-- Cast the ray
local Hit = workspace:Raycast(HumanoidRootPart.CFrame.p, Vector3.new(0,-50,0), raycastParams) --Casts a ray facing down
--------------------------------------------------------------------------------------------
if Hit and Hit.Instance:IsDescendantOf(MovingObjects) then -- Check if the ray hits and if it hits an object inside of MovingObjects
if CheckStates then -- check if the character is jumping
if humanoid:GetState() == Enum.HumanoidStateType.RunningNoPhysics or humanoid:GetState() == Enum.HumanoidStateType.Running or humanoid:GetState() == Enum.HumanoidStateType.Landed or humanoid:GetState() == Enum.HumanoidStateType.PlatformStanding or humanoid:GetState() == Enum.HumanoidStateType.Seated or humanoid:GetState() == Enum.HumanoidStateType.GettingUp or humanoid:GetState() == Enum.HumanoidStateType.None or humanoid:GetState() == Enum.HumanoidStateType.Physics or humanoid:GetState() == Enum.HumanoidStateType.Ragdoll or humanoid:GetState() == Enum.HumanoidStateType.Dead then
CFrameLogic(Hit, HumanoidRootPart)
else
LastPartCFrame = nil -- Clear the value when the player gets off.
end
else
CFrameLogic(Hit, HumanoidRootPart)
end
else
LastPartCFrame = nil -- Clear the value when the player gets off.
end
Function2 = player.Character.Humanoid.Died:Connect(function()
Function:Disconnect() -- Stop memory leaks
Function2:Disconnect() -- Stop memory leaks
end)
end)
does anyone know what I must change to fix this glitch?