I made a maintenance elevator which goes up and down. The issue is that anybody standing at the bottom of the elevator shaft when it comes down will be crushed and glitch into the floor (and sometimes fall into the void). How can I combat this issue?
My idea was placing a part on the bottom of the elevator so that when the part touches the player, they will be teleported out of the way. This doesn’t work though, as players riding the elevator are falsely teleported while the elevator is moving (due to the lag).
Would it be a bad idea to just kill the player if they get squished into or under the floor? (if it doesn’t effect the gameplay)
Have you tried putting the teleport part just under inside the floor where the player is being squished into but thin and far down enough to where anyone casually standing above wouldn’t accidentally trigger it?
If players can still accidentally trigger it try making the elevator floor a little thicker.
You can just make a chamber underneath the floor of the elevator tall enough for a player to stand in without being crushed.
Or weld the teleport Part 6 studs below the elevator floor so it contacts the player before it gets to the point that they can’t get out.
How is your elevator moved that’s causing the lag? I have many elevators run by PrismaticConstraints and they don’t lag with 2 or 3 players inside them.
PrismaticConstraints are so much easier since they are physics based on the server. All players react the same unless they have lots of lag.
They are also pretty easy to use.
Oh, I haven’t really messed around with the physics constraints very much. I’ve only used LinearVelocity and VectorVelocity and I wasn’t a big fan of either. How do you even make an elevator using PrismaticConstraints?
Which of the items that I suggested worked for you as the Solution?
Just so others searching for a solution for a similar problem can know what to try.