I am trying to make a system where a player lies down on a conveyor but I am stuck. Whenever I anchor the character’s torso, move the humanoid root part, and unanchor the torso, the player stands back up, even though I don’t want them to.
Any suggestions on a possible fix for this problem? Thanks!
EDIT: Post got flagged, but it does actually make kind of sense. The physics humanoid state can be used to both ragdoll a player, and not let them stand up.
Try the physics humanoid state (As I said in the other post, which got flagged). It doesn’t let players move by themselves, and i’m pretty sure that in this case they would move along the conveyor. (You have to change their state to Getting Up afterwards, by the way.)
PlatformStand and Physics behave the same way, the difference is that the latter cannot be exited natively with user input and needs to be exited with ChangeState. The Physics HumanoidStateType would not fix OP’s issue of “not being able to move on the conveyor” (whatever that entails).
It is correct to use either humanoid state according to the needs of the thread though. The point is that characters get up because of internal Humanoid forces that attempt to set the character upright if it’s not currently upright. Apparently these don’t work for OP’s use cases though…
@PrismaticShadows Why does PlatformStand/Physics not work for your use case and what did you mean when you said “doesn’t allow the player to travel along the conveyor”? A detailed use case or explanation of your circumstances would help us be able to make better suggestions.
I am using a conveyor-like system to make the player be launched into the sky (I’m new to all these physics & velocity things). Anyways, here is the game link: Untitled Game - Roblox
Humanoids will naturally recover from the Ragdoll state. This is only used when a Humanoid is hit by an object with a high velocity which causes the Humanoid to fall over.
It doesn’t. Limbs always have their collisions off. Humanoids stand on parts through internal raycasts which, along with internal Humanoid forces, are disabled with both state types.
* That last part was incorrect along with part of my previous post. Physics retains the raycasts but doesn’t allow the Humanoid to apply its own force. They behave slightly differently.
I checked out the place and this seems to be more an issue with the setup: players shouldn’t need to be able to move for a launcher like this. The most important part is disabling a Humanoid’s physics and then placing them onto the belt so that the conveyor can launch them, whether the physics come from the part itself or if you script that in after they interact with the prompt (the latter might be a better user experience so users who accidentally step on the belt don’t get launched, but not my place to say).
One very simple way of achieving this would also be by manipulating Humanoid.Sit
You could apply it to them and make their JumpPower 0 or something.
To change their position, it’s a bit of a inconvenience but you could make an animation and play it to how you want the player to be when in the state.