ziv377264
(sean_combs)
July 16, 2024, 5:19pm
1
I made a grab system Using weld But it just has so many issues i cant even count all of them Im looking for either a replacement for a weld grab system or ideas/info on how to Fix it
List of bugs i know about:
When Ragdolled after being grabbed the ragdoll bugs and the position of the ragdoll gets stuck
After the enemy dies and i grab him again i become the one getting “Grabbed”
enemy can be put through objects
enemy dies and gets launched away while grabbed
Code:
function module.Grab(Character,Enemy,Part0,Part1,C0,Time)
local Weld = Instance.new("Weld")
Weld.Part0 = Character[Part0.Name]
Weld.Part1 = Enemy[Part1.Name]
Weld.Parent = Weld.Part0
Weld.C0 = C0
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
Enemy.Humanoid.Died:Connect(function()
Weld:Destroy()
Enemy.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
end)
Enemy.Humanoid.AncestryChanged:Connect(function()
Weld:Destroy()
end)
Character.Humanoid.Died:Connect(function()
Weld:Destroy()
end)
Character.Humanoid.AncestryChanged:Connect(function()
Weld:Destroy()
end)
task.delay(Time,function()
Weld:Destroy()
end)
end
paskydda
(Xyecoc)
July 16, 2024, 7:59pm
2
Try creating alignposition and alignorientation, works well
create a separate collision for the raised player, so that the one holding does not touch the raised player.
Code:
local Position = Instance.new("AlignPosition")
Position.Parent = Humanoid
local Orientation = Instance.new("AlignOrientation")
Orientation.Parent = Humanoid
local TargetAttachment = Instance.new("Attachment")
TargetAttachment.Parent = TargetHumanoid.RootPart
TargetAttachment.Name = "CarryAttachment"
local PlayerAttachment = Instance.new("Attachment")
PlayerAttachment.Parent = RightArm
PlayerAttachment.Name = "CarryAttachment"
PlayerAttachment.Orientation = Vector3.new(-25, -180, 155)
PlayerAttachment.Position = Vector3.new(0, -0.5, 1)
Position.Responsiveness = 200
Position.MaxForce = 1e6
Position.Attachment0 = TargetAttachment
Position.Attachment1 = PlayerAttachment
Orientation.Responsiveness = 200
Orientation.MaxTorque = 1e6
Orientation.Attachment0 = TargetAttachment
Orientation.Attachment1 = PlayerAttachment
TargetHumanoid.RootPart:SetNetworkOwner(Player) -- it's important
[/quote]
ziv377264
(sean_combs)
July 16, 2024, 11:10pm
3
I might have implemented it wrong but for me it just launches the player in the air
Jumpathy
(tyler)
July 16, 2024, 11:54pm
4
Try making it Massless or
Use .CollisionGroup to modify the ability for the objects to collide w the player
ziv377264
(sean_combs)
July 17, 2024, 2:20am
5
tried both none of them seem to really work
ziv377264
(sean_combs)
July 17, 2024, 3:45pm
6
i used a rigid constraint it fixed some of the problems but still has 2 very big problems:
the player dies with the enemy
when unragdolled it gets stuck like the ragdoll for 0.5 seconds (its not a issue on my end i checked)