How make this work smooth ?? I was reading about SetNetworkOwner() function but i’m not sure how fix that
Also, works good with npc on server side, only players have this problem
How make this work smooth ?? I was reading about SetNetworkOwner() function but i’m not sure how fix that
Also, works good with npc on server side, only players have this problem
I’m not sure if SetNetworkOwner would work in this case. The player always has ownership over their character. Might be best to just clone the character for the remote player who’s initiating the carry so that it’s smooth on their screen.
Then perhaps you can do something similar for the player being carried.
Somehow i fixed it other day, but i forget to save it, so i’m pretty sure you can, i just didnt undestand what i made
Try either of these:
Why his arms? and how i do that?
:SetNetworkOwner(Player)
player is the carrying one or who is getting carried?
The player who is carrying the other character
for i, bp in pairs(?????:GetChildren()) do
if bp:IsA("BasePart") and bp:CanSetNetworkOwnership() then
bp:SetNetworkOwner(playerCarryingOther)
end
end
what put in ??
Ok, let me try that, give me somes minutes
Oh wait I misread that. Make the ??? the character object and the player instance inside the “bp:SetNetworkOwner()”
Same problem didnt worked
local plrCarry = game:GetService("Players"):GetPlayerFromCharacter(script.Parent.Parent.Parent)
for i, bp in pairs(plrCarry:GetChildren()) do
if bp:IsA("Part") and bp:CanSetNetworkOwnership() then
bp:SetNetworkOwner(plr)
end
end
Oh, okay let me try that too, some minutes
Nope same problem, it just ignore what network owner is and continue as normal, should i remove this part?
bp:IsA("Part")
Make it bp:IsA("BasePart")
because not all character parts are normal bricks.
Who is the “plr” ? Try debugging to see if the networkOwner is even changing or if it gets to that part of the script.
Setting another player’s network owner is working for me. The script I wrote looks something like this:
for _, Object in ipairs(DeadCharacter:GetDescendants()) do
if Object:IsA("BasePart") and Object:CanSetNetworkOwnership() then
Object:SetNetworkOwner(nil)
end
end
Use GetNetworkOwner to see if the network owner is even changing
I used nil just for the test but it should work when setting a player*