Nope same problem, it just ignore what network owner is and continue as normal, should i remove this part?
bp:IsA("Part")
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*
Isn’t it printing that player1 is the network owner? Player 1 is the dead player.
In this situation i killed the player 2 , i think i setted up both to server side to compensate delay like the video i send working
I just wanted to go back in time and see what I did to make it work in sync…
Is there an auto-save? I’m confused why this isn’t working, if both characters have the same network owner, it should look smooth. May I see a video of what is happening with the changes?
Hey there. If I’m correct, I’m pretty sure players always have network ownership over their characters. I might be wrong of course. One possible solution would be to anchor the HumanoidRootPart, and update the CFrame of the root part on the character on the actual client of the carried player. Of course, this is just theoretical, and network ownership is a pretty complicated concept, so it might not work, but it’d be worth a shot!
You are able to overwrite this.
Oh that’s interesting. Regardless, to be honest, I’d advise against it regardless. It’s significantly easier to just try and update the HumanoidRootPart’s CFrame on the carried client, and not to mess around with all the network ownerships .
Roblox physics are faster than constantly updating positions of parts. What type of attachment is keeping the player attached to their hand anyways?
i’m usign AlignPosition and AlignOrientation linked to a torso attachment
Of course, I might be wrong, but custom positions are what fuel many projectile systems if I’m correct. ROBLOX physics are limited in some ways, so I’ve found that updating the position on the client is smoother and just seems to work well. Again, I might be wrong, just throwing my idea out there.
Hmmm. When I tried using allignpositions I saw the delay. I think that’s the problem.
I miss clicked 2x times the button and magically WORKED
Oh I know the problem, the force was too weak. Try setting the force to a higher number. When you pressed the button twice I guess it doubled the force.