Handcuff Issues

  1. What do you want to achieve?
    I want the client arresting the player to see the person handcuffed to always appear in front of them instead of lagging behind them (This lagging effect only occurs on the client with the handcuffs)

  2. What is the issue?
    Well, everyone but the client with the handcuffs sees the movement fine but the person with the handcuffs moves the handcuffed player is somewhat laggy looking.

  3. What solutions have you tried so far?

  • I have tried doing it on both server and the client
  • I have tried welds (Just locks the players and disables moving)
  • I tried Vector3 instead of CFrame
			while Handcuffs.Settings.Configuration.InUse.Value == true do
				wait()
				if Target.Parent.Humanoid.Health > 0 then
					Target.Parent.HumanoidRootPart.CFrame = ClientCharacter.HumanoidRootPart.CFrame * CFrame.new(0, 0, -2)
				else
					Handcuffs.Settings.Configuration.InUse.Value = false
					Handcuffs.Settings.Configuration.Cuffed.Value = ""
				end
			end
1 Like

Have you tried weldconstraints? Weld the humanoid root part to the cuffs.

I’ve encountered this exact problem before and have fixed it doing the following:

  1. Weld the player to the handcuffs in the position that you’d like them to be in.
  2. Make the handcuffed player’s parts Massless = true. (Make sure to undo this upon release).
  3. Make the handcuffed player’s Humanoid.PlatformStand = true.

Something I haven’t tried but may also help is to set the character’s network ownership to the arresting player.

1 Like

I used welds and weld constraints

I would use this method but I have animations the platform stand would not let it play the animation I have