Hi! I have a system where the player grapples up to a part and is crouching on it. I want the player to face forward, like the part’s orientation.
Problem is the player looks in only one direction, no matter how I have the part rotated.
This is how I have the player rotated:
hrp.CFrame = CFrame.new(hrp.Position + tuple[1].CFrame.LookVector) --hrp is HumanoidRootPart and tuple[1] is the part the player grapples to
This is the part’s orientation:
It could be facing whatever direction cause when I grapple on I always look towards -Z.
I’ve tried using the rotation and orientation but still the same issue:
hrp.CFrame = CFrame.new(hrp.Position + Vector3.new(tuple[1].CFrame.Rotation))
and
hrp.CFrame = CFrame.new(hrp.Position + tuple[1].Orientation)
I’ve also tried lookAt with no luck.
Any ideas how to do it right?
Character.PrimaryPart.Orientation = thatPart.Orientation
And make sure the primary part of your character model is set to humanoid root part.
Just changing humanoid root part orientation wont work, you need to do exactly char.PrimaryPart.Orientation
How does this system work? Do you just anchor the player and tween?
Do you just use a BodyPosition?
Denz_Noviembre:
Character.PrimaryPart.Orientation = thatPart.Orientation
And make sure the primary part of your character model is set to humanoid root part.
Just changing humanoid root part orientation wont work, you need to do exactly char.PrimaryPart.Orientation
Orientation does not have the best replication.
Sorry for not mentioning. The system anchors the HumanoidRootPart and then tweens the player’s CFrame, un-anchoring it at the end(everything happens on the server).
Yeah, Orientation doesn’t have good replication. I’ve tried it and this was the result:
char.PrimaryPart.Orientation = tuple[1].Orientation
I’ve tried this and it completely messes the player’s orientation