I need to disable player control on the server. It’s for kind of an important reason and I don’t want exploiters to be able to undo this. The player character will be being controlled by the server during this time so I can’t freeze them.
In that case, try tweening the model along a set point of coordinates.
How this would work is you tween the model via a second dummy value (CFrame or Vector3 value). Just tween the value, and then call Model:SetPrimaryPartCFrame() with the dummy value.
Eh that’s going to be way too inefficient and hard to implement in a way that looks good for me. I’ll probably just do it on the client and do sanity checks on the server.
I don’t think you can, nor should you. The closest I know to overriding player control is through DevComputerMovementMode. That being said, an exploiter could still override it by flipping the mode.
You can’t really disable player controls on the server.