I’ve made a cuff script that you can detain someone with a proximityprompt. The problem here is that they slowdown the grabbing character to a complete stop? Is there a way to fix this? I tried making each part on the grabbed player massless, and even changing its cancollide to false. Nothing works. Thanks in advanced!
This may be a Network Ownership issue.
Please read this Documentation if you want more information on this:
Network Ownership - Documentation
You should probably call :SetNetworkOwner() on the HumanoidRootPart of the Character that is cuffed, to the Player who is cuffing that Character. Remember to set it back to the original network owner afterwards.
I think the issue is that you’re welding parts that have different network owners to each other, causing this ‘lag’.
It may be a completely different issue, but based on what I’m seeing, it could be this.
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I’ll try this out and let you know, thanks!
Hi Darkest, this solution didn’t work unfortunately. Slowing in the walkspeed still occurs.