How Can I Improve This Carry System? It's Glitchy and KEEPING ME UP at night!

I’m trying to create a carry system using AlignPosition and AlignOrientation, but it turns out quite buggy. Even with collisions disabled and setting massless to true, it’s as if the rig still has some weight. I’ll be providing the code and a video below. If any kind and smart soul could offer some suggestions or solutions, I’d greatly appreciate it! Thanks in advance! :laughing:

Script:

local remote = game.ReplicatedStorage.RemoteEvent
local RunService = game:GetService("RunService")

remote.OnServerEvent:Connect(function(Player, Args)
	local Victim = Args[1]
	local Character = Player.Character
	
	if Victim.Name == "Rig" then
		local PlrAttach = Instance.new("Attachment", Character.HumanoidRootPart)
		local VictimAttach = Instance.new("Attachment", Victim.HumanoidRootPart)
		
		PlrAttach.CFrame = PlrAttach.CFrame * CFrame.new(0,0,-6) * CFrame.Angles(0, math.rad(180), 0)
		
		local Orientation = Instance.new("AlignOrientation", Character)
		Orientation.Attachment0 = VictimAttach
		Orientation.Attachment1 = PlrAttach
		Orientation.MaxTorque = math.huge
		Orientation.Responsiveness = math.huge
		Orientation.ReactionTorqueEnabled = true
		
		local Posi = Instance.new("AlignPosition", Character)
		Posi.Attachment0 = VictimAttach
		Posi.Attachment1 = PlrAttach
		Posi.MaxForce = math.huge
		Posi.Responsiveness = math.huge
		Posi.ReactionForceEnabled = true
		
		for _,v in pairs(Victim:GetChildren()) do
			if v:IsA("MeshPart") or v:IsA("Part") then
				v.Massless = true
				v.CanCollide = false
			end
		end
	end
end)

Video showing how glitchy it is:

1 Like

Nvm, I just needed to set the ReactionForceEnabled to false and it worked perfectly.

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