Carry script experiences issues when it comes to collision

I’ve been attempting to fix this script for a while, and i’ve been having issues.

Basically, everyone is able to grab people, but they can be flung on the person they are holding which makes it a huge challenge. I’ve tried setting their collision off, i’ve ATTEMPTED to use collision groups etc but nothing seems to work!

This is how the script works, when a player is ragdolled and someone clicks CTRL by them, they pick them up
A folder named “Restraints” is created inside of the RAGDOLLED player with a ropeconstraint which attaches the ragdolled players (weld attachment 0) humanoidrootpart RootRig to (weld attachment 1) the carriers lefthand Leftgrip
If that was a bit confusing, here is it in scripting form:
image

Here is a video demonstrating the issue, you can see how I can bounce on the player, which I shouldn’t be able to!

Can’t you make the rope length longer?

I have attempted to do that, if I do that sometimes the animations just completely bug out, so I found it easier if I just kept them on there. I don’t know if the animations still bug if the rope is as short as it is. :thinking:

You can use NoCollisionConstraints.

Collision groups should work for players how are you attempting to use it?

I’ve never really used it, so I think I may be wrong. But this is how my script for collison groups work:


I simply run the function on the ragdolled player.

I will attempt that! This might work, but does it also disable the collision on the player?

That won’t register baseparts in accessories therefore use :GetDescendants() for accuracy.

It let’s you disable collisions between two specific parts.

This ended up causing the same issue I was talking about earlier, where the animations simply die.


Do you know a solution to this?

(SIDE NOTE: This only happens occasionaly)

Show me how and when you use the functions.


(Also at the top, but I forgot to mark that)

Are the functions actually being executed?

Yes, just added a little checker and they both get executed
image

I mean it should be working, are the characters colliding?

Just did another small test while trying to figure out and the ragdolled character is still touching. So yes, it seems like it.

Set a part to the “p” groupcollision and see if you collide with that.

Of course also set the player to that too.

Prior to making it a part:

After setting it’s collision group:
image

So by this, this doesn’t work :confused:

Are you sure the player’s baseparts are in the collisiongroup p?