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What do you want to achieve? Keep it simple and clear!
I’ve been making a grip and carry system for my game and the carry works just fine but the grip is really buggy. The two humanoids don’t go in the right position especially the player who is gripping as they are standing up during the animation. -
What is the issue? Include screenshots / videos if possible!
Here’s the code I used, sorry if it’s hard to read im kinda new to scripting.
local Target = self:FindNearestDowned()
if Target then
for _, Part in self.Character:GetDescendants() do
if Part:IsA("BasePart") then
Part.CollisionGroup = "Entity"
end
end
for _, Part in Target:GetDescendants() do
if Part:IsA("BasePart") then
Part.CollisionGroup = "Entity2"
end
end
self.Character.HumanoidRootPart.CollisionGroup = "Entity"
Target.HumanoidRootPart.CollisionGroup = "Entity2"
AllLoadedCharacters[Target].MyRagdoll:Destroy()
AllLoadedCharacters[Target].GettingGripped = true
self.Character.HumanoidRootPart.Orientation = CFrame.new(0, 0, 0).Position
Target.HumanoidRootPart.Orientation = CFrame.new(0, 0, 0).Position
local AnimationTrack = Instance.new("Animation")
AnimationTrack.AnimationId = SettingsModule.GripTargetAnim
self.ThereGripAnim = Target.Humanoid:LoadAnimation(AnimationTrack)
self.Ended = false
self.Gripping = true
self.MyGripAnim:Play()
self.ThereGripAnim:Play()
self.Character.HumanoidRootPart.CFrame = Target.HumanoidRootPart.CFrame
self.Humanoid.AutoRotate = false
self.Character.Torso.Anchored = true
self.LastGrippedPerson = Target
Target.Humanoid.AutoRotate = false
Target.Torso.Anchored = true
repeat wait() until not self.MyGripAnim.IsPlaying
if AllLoadedCharacters[Target] then
AllLoadedCharacters[Target].GettingGripped = false
AllLoadedCharacters[Target].GettingCarried = false
self.Gripping = false
end
local cv = CombatTable[self.Character]
local p = game.Players:GetPlayerFromCharacter(self.Character)
cv.Posture = 0
if p then
game.ReplicatedStorage.Posture:FireClient(p,cv.Posture)
playerHandler.ChangeValue(p,"exp",5)
end
local hpgain = (self.Humanoid.MaxHealth - self.Humanoid.Health)/1.3
self.Humanoid.Health = self.Humanoid.Health + hpgain
wait(1)
Target.Humanoid:Destroy()
self.Character.Torso.Anchored = false
self.Humanoid.AutoRotate = true
if AllLoadedCharacters[Target].Knocked then
AllLoadedCharacters[Target].MyRagdoll:Build()
end
self:AddCarryCooldown()
end
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What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I tried setting the collision groups to seperate ones and not anchoring the two seems to do the trick but I don’t want the player to be able to move around while gripping them and vice versa.
After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
I can include a clip if it helps.