Grab, slam attack flings/slides character

I want to make it so the big guy in the video doesn’t slide around
In the video you can see that he slightly slides to the camera, in some cases he flings out of the map but it isn’t caught in the video
the only part that is collidable in all units is the head

--grab, unit is the big guy; enemy is the guy being grabbed
for i, v in pairs(enemy:GetDescendants()) do
	if v:IsA("BasePart") then
		v.CollisionGroup = "InGrab" --ingrab cannot collide with anythin
		v.CanCollide = false
		v.Massless = true 
	end
end
enemy.PrimaryPart.CFrame = unit["Right Hand"].GrabAttachment.WorldCFrame 
local Weld = Instance.new("WeldConstraint")
Weld.Parent = unit
Weld.Part0 = unit:FindFirstChild("Right Hand")
Weld.Part1 = enemy.PrimaryPart
--slam
------------------ROCKS-----------------------------
npcModule.disconnectCon(unit, "rocksEvent")
local slamInfo = uStats.Attributes["Slam"]
local rocksEvent = uStats.Anims["AttackAnim"]:GetMarkerReachedSignal("Rocks"):Connect(function()
	local location = (unit["Right Hand"].GrabAttachment.WorldPosition) - Vector3.new(0, 2.5, 0)
	PlayEffectEvent:FireAllClients("Rocks",{location, slamInfo["RocksRadius"], Vector3.new(3, 1.5, 3), nil, 10, false, 3})
	if unit.HumanoidRootPart:FindFirstChild("RocksSound") then unit.HumanoidRootPart.RocksSound:Play() end
	doDamage(unit, enemy, slamInfo["Damage"], slamInfo["AttackAOE"], true)
end)
npcModule.addUnitStat(unit, "Con", "rocksEvent", rocksEvent)
--------------------------LET GO----------------------
uStats.Anims["AttackAnim"]:GetMarkerReachedSignal("LetGo"):Wait()
Weld:Destroy()
for i, v in pairs(enemy:GetDescendants()) do
	if v:IsA("BasePart") then
		v.CollisionGroup = "Unit" -- collides with default, not with other units 
	end
end
npcModule.ragdoll(enemy)

I have tried to the unit no collide, massless, made a collision group called “InGrab” which can collide with nothing

2 Likes

Im not sure, it could be something with the humanoidheight of the grabbed rig?

Do you mean hip height? How should i get rid of hipheight? Also, units hip height is 0 except for the big guy, his hip height is -0.2. I made it so the big guy’s hip height is very large so he is floating but he still slides around anyway

Whoops, yea I meant hipheight I just woke up, But yes, try changing the units hipheight when they get grabbed to like, -2, or you could try using PlatformStanding with Humanoid:SetStateEnabled()

I think this change helped quite a bit, but he still slowly slides around and gets off path

--grab
enemy.Humanoid.HipHeight = -2
enemy.Humanoid.PlatformStand = true

^^i added


^^slowy goes off path

You could try anchoring the humanoidrootpart before the animation? Im not really sure how to help beyond this point though, good luck