So I’m making a game where a random player is chosen to control a specific model. However, when they are teleported, they have to sit in the seat in order to control it. I want to make a system where the player is teleported but they can control the model without having to sit in a seat. How can I make this happen? I’ve seen this kind of system in games like Epic Minigames where a player is in charge of controlling something without moving their character.
set the model’s network ownership to the player, it allows them to take control over it, just how u have network ownership on your character. same stuff.
did you try to use a Vehicle seat yet?
You can do this by detecting inputs from the client and sending the corresponding action over to the server via remote events. For example, if you detect the “W” key, you would fire the event with “W” or “Forward,” and the server would handle everything else (i.e., if you want to move a ball, you would send the input from the client, and then the server would move the ball). As for keeping the character still, you could either
- Set the walkspeed and jump height/power to 0, or
- Anchor the HumanoidRootPart or Torso
I’m trying to avoid using any seats
I’m a bit confused. I asked the Assistant AI before about the same topic and it told me:
“Network ownership is a feature that allows you to control which client or server owns a part, which can be useful for optimizing physics simulations and improving performance. However, it does not provide any direct control over the movement or rotation of the part.”
so use a vehicle-seat, im pretty sure thats not a regular seat
Don’t you still have to sit on it?
Yeah, that’s not how it works. At all. Setting network ownership only gives the player control of how instances behave on ALL clients.
A vehicle seat is still a seat
they’re 2 different object classes
So? A player still SITS in a VehicleSeat and I specified that I don’t want a player to be sitting.
My first attempt was using a vehicle seat but when I teleported a player it teleported the entire model with it hence me trying to avoid using any form of seats
Well it’s a vehicle seat not a seat so you should still try a vehicle seat. i didn’t see you say you tried one
I wouldn’t recommend this solution, as latency would noticeably impact responsiveness and make the player experience feel laggy. In most cases, I’d rather assign network ownership to the client and simulate the physics from another LocalScript for a smoother approach.
As for exploiters, you can add server-side sanity checks, but that’s a separate topic.