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!
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: