Hello,
I have been trying to make a cuff system for hours but can’t solve this problem. When you cuff someone the person who cuffed the other will have either delayed jumps or can’t jump at all. Also movement seems to become slow at random times, especially around blocks. I also do not want to make it where the cuff system updates the cuffed player’s CFrame, I want there to be a weld so there is smooth movement. I have looked at other forum posts that relate to my problem but they don’t seem to help.
What I’ve Tried
Making all body parts in the person being cuffed massless and non-collidable.
Taking all accessories off to see if it had anything to do with them.
Setting the network owner to the person cuffing the other player.
Local Script
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
script.Parent.Parent.Activated:Connect(function()
local target = mouse.Target
if target.Parent:FindFirstChild("Humanoid") or target.Parent.Parent:FindFirstChild("Humanoid") or target.Parent.Parent.Parent:FindFirstChild("Humanoid") then
local target = mouse.Target.Parent
script.Parent.CuffInfo:FireServer(target)
end
end)
Server Script
script.Parent.CuffInfo.OnServerEvent:Connect(function(player, target)
local cufferChar = player.Character
local pos = (cufferChar.HumanoidRootPart.CFrame * CFrame.new(0,0,5)).p
target:MoveTo(pos)
local weld = Instance.new("WeldConstraint")
weld.Parent = target.HumanoidRootPart
weld.Name = "CuffWeld"
weld.Part0 = cufferChar.HumanoidRootPart
weld.Part1 = target.HumanoidRootPart
for i, v in pairs (target:GetChildren()) do
if v:IsA("Part") or v:IsA("MeshPart") then
v.Massless = true
v.CanCollide = false
v:SetNetworkOwner(player)
end
end
end)
I’m not good in math but for now a walk-speed of 0 for that humanoid would do but if you are interested rotate the HumanoidLowerRightArm in the Z or X axis by 90 degrees
also try disabling the cuffed players controll or just simply set the cuffed player’s humanoid paltform stand true, so u dont get those weird movements
Setting the Platform Stand to true works, do you know if I could still play animations with the cuffed player while that is active? Or even have them walk like they would before?
I’m pretty sure that platform standing wont let u play animations, but setting cuffed player’s hip height to like 0 and set their walk speed to 0 will allow you to play animations and probably not bug