I too have this problem and it has been bugging me from yesterday,
I was following Egomoose fps tutorial which is this: https://devforum.roblox.com/t/the-first-person-element-of-a-first-person-shooter/
And I keep getting Problems exactly what you describe on the Motor6D
Here is my code that set’s up the Motor6D
Server:
remoteEvents.setup.OnServerEvent:Connect(function(player, weapon)
local weapon = weapon:Clone();
local joint = Instance.new("Motor6D")
joint.MaxVelocity = 0.1
joint.Part0 = player.Character["Right Arm"];
joint.Part1 = weapon.Handle;
joint.Parent = player.Character;
weapon.Parent = player.Character;
end)
Client (Which is located in StarterPlayerScripts):
remoteEvents.setup:FireServer(repWeapon);
--This is not on a loop or anything
Here is Screenshots of it (Sorry for bad quality)
Client
Server
The current angle changing when updated from server is happening to me too
Here is a Video Proof (Sorry for bad quality)
https://gyazo.com/ca6ae92e1b6952e4cad21648a2daf6da
So this may be Roblox engine bug?, I’m not so sure
Abcreator
(Abcreator)
June 23, 2021, 1:24am
#4
This is more than likely a FilteringEnabled bug. ‘Everything that happens on the client, stays on the client.’ RemoteEvents are probably the only fix to this.
I did use remote event, It was fired from client to a server to set up the Motor6D
Abcreator
(Abcreator)
June 23, 2021, 1:34am
#6
But you should use a remote to change the CurrentAngle on the server since the client-server boundary is the reason why it won’t replicate.
So you mean I just use a script to change the current angle and it will update to an angle I wanted?
Abcreator
(Abcreator)
June 23, 2021, 1:45am
#8
Correct, this is because this issue is a filtering enabled problem.
Soo, I’m back after scripting it, and it did not work.
Using script:
Manually change it to random number from Server and it did this
Im very confused
905lua
(905lua)
June 23, 2021, 1:49am
#10
From going through the forums, this issue is either a bug, some type of unexpected behaviour, or a change in behaviour for Motor6Ds.
This post with a similar problem solves this issue in a hacky way: [R6] Tool hold animation not replicating to all clients - #9 by theswolebaby
For my issue, It only appears to fix itself on the second equip, so right now the only way to fix this issue is to run the equip function, wait a few seconds, then unequip and equip again. It looks really weird in-game when you do this and it makes your code really hacky, but I guess this is the only way to fix this bug or whatever it is. Apparently, from the other posts, this bug was fixed already by staff or something, but it does not seem like the case at all as there are a few posts dealing with this issue.
Abcreator
(Abcreator)
June 23, 2021, 1:49am
#11
What was the script that you used.
This
remoteEvents.setup.OnServerEvent:Connect(function(player, weapon)
local weapon = weapon:Clone();
local joint = Instance.new("Motor6D")
joint.MaxVelocity = 0.1
joint.Enabled = true
joint.Part0 = player.Character["Right Arm"];
joint.Part1 = weapon.Handle;
joint.Parent = player.Character;
weapon.Parent = player.Character;
wait(1)
joint.CurrentAngle = 0.342
end)
I’m not sure if I did something wrong here
Abcreator
(Abcreator)
June 23, 2021, 1:52am
#13
Could it got anything to do with DesiredAngle.
What do you mean by that?, Do you mean Use the Desired Angle instead of Current angle?
Because if so, I tried that and still got the same result
Abcreator
(Abcreator)
June 23, 2021, 1:58am
#15
No, I meant was desired angle overriding it but no, but interestingly enough guess what the only [notreplicated] property in a motor6d is, its CurrentAngle.
Abcreator
(Abcreator)
June 23, 2021, 2:04am
#16
This means every individual client will need the CurrentAngle sent via RemoteEvents to them.
So you mean fire an event of a motor6D Current angle from the client perspective to a server, then basically copy and pasting the Current angle to the server perspective of the Motor6D?
Abcreator
(Abcreator)
June 23, 2021, 2:09am
#18
No, when the server gets it then send it back out to the rest of the clients since the property is not replicated.
1 Like
Oh so you mean rather than making the server see it correctly, we make the other players see it correctly?
1 Like
Abcreator
(Abcreator)
June 23, 2021, 2:12am
#20
Yes, this would be a step in the right direction.
1 Like
Abcreator
(Abcreator)
June 23, 2021, 2:13am
#21
And if this doesn’t work file a bug report.
1 Like
905lua
(905lua)
June 23, 2021, 2:59pm
#22
Looks like there is already a report filed for this bug:
Description:
In my game, weapons can be equipped and are attached to the player’s hand using motor6ds. Upon equipping the weapon an idle animation plays which partially consists of the weapon having a rotational displacement from its default attached position. The full animation can be seen with no issues by the player that equipped the weapon, however when seen by other players, the equipped weapon remains in its default attached position. This bug also only appears while playing on a real ser…
1 Like