If you have a vehicle (like a car) parented to the character (used to destroy the car when the hummanoid dies) and you get out of the car, and then jump while trying to get back in the seat, you get flung away from the car.
The only way to enter the vehicle is without jumping. Bug has been happening on/off for 2 weeks or so.
Happens in a majority of games that have vehicles in the Ro-Racing community. Happens with PGS On & PGS Off, as well as happens with FilteringEnabled On, and FilteringEnabled off.
Here is a meme I’ve made because it looks ridiculous when you get pushed away from the car.
I believe this also at least used to happen on the ruins map. There was a large bell and if you jumped onto the top of it you would be thrown up a few floors.
It only happens when we parent the car to the player using the following script:
function onTouched(hit)
local human = hit.Parent:findFirstChild("Humanoid")
if (human ~= nil ) then
wait(2)
car.Parent = hit.Parent
script.Disabled = true
end
end
script.Parent.Touched:connect(onTouched)
I’m guessing you don’t parent the boat to the character like we do, because when we remove this script and don’t parent the car to the character, there is no problems at all.
As said above, it is caused by parenting the vehicle to the character from what I’ve experienced. This doesn’t seem like expected physics behavior. If this is being done to remove the vehicle on player death, a quick fix may be a script that listens for a player’s health changing to 0, for example, and removing the vehicle.
This is also happen when a vehicle is anchored suddenly, I usually saw similar problem in automatic train games as the train stop at high speed and anchored.
I do not believe this is an engine bug. Total humanoid velocity is acted upon by the net velocity of all of the parts parented to it. If even a small object is unanchored or unwelded, free from the main humanoid and parented under the humanoid and it moves, it will pull the entire humanoid along with it. Anything from a moving car pulling the humanoid when moving to a tiny unanchored ball rolling will fling the humanoid. I came to this post looking for solutions to the problem for myself, sorry for bumping this super old post but theres your solution.