Making carry system.
For example, Player A (Died) and Player B (Alive)
Player B pick up Player A and instantly DIES.
I dont know what really happens, outpit - Clear.
For first i thought it is because of collision group change. but no (I changed it to just Can Collide = false, even deleted this part of code, nothing changed).
What do i do?
local HeyCarrying
local amCarrying
local function ateba(plr)
for _,v in pairs(plr.Character:GetChildren()) do
if v:IsA("BasePart") then
v.Massless = true
end
end
wait(3)
for _,v in pairs(plr.Character:GetChildren()) do
if v:IsA("BasePart") then
v.CollisionGroup="tool"
end
end
end
game.Players.PlayerAdded:Connect(function(plr)
wait(10)
local humanoid = plr.Character:WaitForChild("Humanoid")
local char =plr.Character
humanoid.BreakJointsOnDeath = false
for i, part in plr.Character:GetChildren() do
if part:IsA("BasePart") then
part.CollisionGroup = "player"
end
end
humanoid.Died:Connect(function()
local hight = script.Highlight:Clone()
hight.Parent = char
hight.Adornee = char
local as = Instance.new('ProximityPrompt', char.Torso)
as.Triggered:Connect(function(plr2)
if plr2 ~= plr then
as.Enabled=false
--[[plr2.Character.Humanoid:LoadAnimation(script.Animation):Play()
plr2.Character.HumanoidRootPart.CFrame = plr.Character["Left Arm"].CFrame
wait(1)
local rope = Instance.new("RopeConstraint", plr.Character.Head)
rope.Attachment0 = plr.Character["Left Arm"].LeftGripAttachment
rope.Attachment1 = plr2.Character["Left Arm"].LeftGripAttachment
rope.Length = 7
rope.Visible = true
plr2.Character.Humanoid.JumpHeight = 9
plr2.Character.Humanoid.WalkSpeed = 8
for i, part in plr.Character:GetChildren() do
if part:IsA("BasePart") then
part.CollisionGroup = "tool"
end
end]]
local ro, rc=plr2.Character.HumanoidRootPart,plr.Character.HumanoidRootPart
plr.Character.Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
plr.Character.Humanoid.PlatformStand = true
local anim2 = plr2.Character.Humanoid:LoadAnimation(script.Carry)
anim2:Play()
HeyCarrying = anim2
plr2.Character.Humanoid.JumpPower = 0
plr2.Character.Humanoid.WalkSpeed = 13
local w=Instance.new("Motor6D")
w.Name = "carryweld"
w.Part0 = ro
w.Part1 = rc
w.C1 = CFrame.new(0, -0.5, -1)
w.C0 = CFrame.new()
w.Parent = rc
ateba(plr)
plr.Character.Torso.Touched:Connect(function(hit)
if hit.Name == "Live" then
HeyCarrying:Stop()
anim2:Destroy()
w:Destroy()
plr:LoadCharacter()
plr.Character.Humanoid.Health = 1
plr.Character.Humanoid.MaxHealth = 1
plr.Character.Humanoid.WalkSpeed = 0
plr.Character.Humanoid.JumpPower = 0
plr2.Character.Humanoid.JumpPower = 90
plr2.Character.Humanoid.WalkSpeed = 16
local humanoid =plr.Character.Humanoid
if humanoid then
coroutine.wrap(function()
while humanoid.Health < 55 do
humanoid.MaxHealth = math.min(humanoid.MaxHealth + 1, 55)
humanoid.Health = humanoid.MaxHealth
wait(1)
end
end)()
end
end
end)
end
end)
for index,joint in pairs(plr.Character:GetDescendants()) do
if joint:IsA("Motor6D") then
local socket = Instance.new("BallSocketConstraint")
local a1 = Instance.new("Attachment")
local a2 = Instance.new("Attachment")
a1.Parent = joint.Part0
a2.Parent = joint.Part1
socket.Parent = joint.Parent
socket.Attachment0 = a1
socket.Attachment1 = a2
a1.CFrame = joint.C0
a2.CFrame = joint.C1
socket.LimitsEnabled = true
socket.TwistLimitsEnabled = true
joint:Destroy()
end
end
end)
end)