Heavy Player issue with handcuff

I’m working on the Handcuffs system but when I carry a player bigger than me, the control starts to become very delayed and heavy!

local offset = self.Character:GetPivot() * CFrame.new(0, 0.015, -3.5)
self.Target:PivotTo(offset)

local weldConstraint = Instance.new("WeldConstraint")
weldConstraint.Part0 = RootPart
weldConstraint.Part1 = TargetRoot
	
weldConstraint.Parent = RootPart
TargetHumanoid.PlatformStand = true	

self.weldConstraint = weldConstraint
ChangeMassProperty(self.Target, false)


Note: I tried using CustomPhysicalProperties but it didn’t help.

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You’d be better off setting the handcuffed player’s parts Massless property to true.

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i did but still it’s not working…

and if you make legs non-collidable? since they’re in the ground

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i don’t know what happened but still not working

So, this is because of collisions, like notsad2 said, you have to turn off collsions for the player, you can do this by looping through each part and setting cancollide to false, (but roblox will automatically turn cancollide back on for humanoids), or putting each part of the character in a collision group that does not collide with ‘Default’.

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Humanoid physics don’t work well with humanoids that are joined.
There are a lot of posts about this already, some with solutions.

Just search “handcuff” using the Search tool up top.

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Try using an AlignPosition and AlignOrientation instead. Shouldn’t effect the arresting player’s physics that way.

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What if you change network owner of the other character to the player that is handcuffing ?

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I would recommend setting network ownership of handcuffed player to player that has handcuffed that player and simply setting cframe on client (because said client has network (physics calculation) ownership of that player).

Although be warned that if this method is chosen, said player that has handcuffed could reduce player’s health, kill him by moving him into void and bunch more, there need to be valid checks on server which verify that handcuffed player’s position is atleast in some bounds.

As of writing this may be the only solution that is worth considering to handcuffing players which will produce smooth product for both players (if player was to get moved by server it would be very unresponsive and delayed).

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I fixed it! It was a mistake on my code, thanks to everyone who helped. I really appreciate it. The way I fixed it was to turn “Massless” on every part of the target character. :heart: :relaxed:

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