Character Freezing, Don't know why

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I am trying to make a trail effect where the character has a shadow version appear behind it every 0.5 seconds
  2. What is the issue? Include screenshots / videos if possible!
    It’s just making me stuck, I can’t move. Shiftlock doesn’t work, and jumping plays the animation, but doesn’t move.

Here is a video of the problem (mp4):

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    It is very confusing, at first I tried cloning the character, but for some reason it said the clone was “nil” when it said the character wasn’t. Then I tried unanchoring all the parts when it got stuck, but it was STILL stuck. I really am confused to why this is happening and I would like at least an explanation please!

Here is the script I am currently using

game.Players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(char)
		print(char)
		local cloneModel = Instance.new("Model")
		cloneModel.Parent = workspace.CloneStorage
		cloneModel.Name = char.Name
		for i, v in char:GetChildren() do
			if v:IsA("BasePart") then
				local cloneV = v:Clone()
				cloneV.Anchored = true
				cloneV.CanCollide = false
				cloneV.Parent = cloneModel
				v.Anchored = false
			end
		end
	end)
end)

The player’s character is by default not archivable - meaning that if :Clone() is called upon it, it will return nil as you have stated. I have provided a link to the DevHub about the property.

Now, about your character being stuck. I have found a solution for you, luckily. I will just give you a brief explanation to why your character was stuck in place. The problem was that the clones of the character’s body parts you were doing included the attachments, Motor6Ds, etc and the Motor6Ds still had .Part1 set to the original character. Therefore, your character was basically welded to the clone of character so you could not move. Hope that makes sense to you!

I have edited the code sample you gave so it destroys any children of the body parts you have cloned. The code has been tested by me in studio so it should be working as intended. Code:

game.Players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(char)
		print(char)
		local cloneModel = Instance.new("Model")
		cloneModel.Parent = workspace.CloneStorage
		cloneModel.Name = char.Name
		for i, v in char:GetChildren() do
			if v:IsA("BasePart") then
				local cloneV = v:Clone()
				cloneV.CanCollide = false
				cloneV.Anchored = true
				cloneV.Parent = cloneModel
				
				for index, variable in cloneV:GetChildren() do -- Don't mind the weird variable names. Couldn't think of anything else to name it.
					variable:Destroy()
				end
			end
		end
	end)
end)

Thank you so much! I will get this working as fast as possible.

The player’s character is by default not archivable - meaning that if :Clone() is called upon it, it will return nil as you have stated.

I think I will use the cloning method now though. Thanks for the script though!

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