How to use align position like a weld?

It doesn’t let set the network owner. It just immediately sets it back for some reason.

I think this is because the client still has control of the character. Try setting the picked up character’s Humanoid’s PlatformStand property to true before setting the network owner.

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Still doesn’t work. It sets the network owner back after a good second or two. Extremely annoying.
Could you maybe show your code on your script? Maybe I am doing something wrong?

hit.Parent.HumanoidRootPart:SetNetworkOwner(player)

The reason I bring up PlatformStand is because the grabbed player is ragdolled during the grab. Also, my AlignPosition used TwoAttachment mode, one in the grabbed character’s HumanoidRootPart and the other attachment where the player needs to be grabbed.
You could also try setting the character’s network owner to nil, which is the server.

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Yea thats pretty much exactly what I do but for some reason it sets itself back.

instead of trying to set a different player’s network owner, how about the player who is grabbed sets themselves network owner to the other player/server

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that would mess up the movement of the carrying player if it did work.

no it wouldnt? it would only mess up the movement of the grabbed player but its not like the grabbed player can move anyway

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Oh wait I must’ve misunderstood what your trying to say. What do you mean by set themselves?

heres an example:
say the person who is grabbing the other player sends a remote event to the grabbed player. the grabbed player now reacts to the event (Grabbed.OnClientEvent) and sets itself’s network owner to the player who grabbed them (or the server)

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An error pops up saying network ownership can only be set from the server.

oh yeah forgot about that. try changing

to a server script possibly inside started character using Grabbed.OnServerEvent

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I’ve already been setting it on the server. It just resets itself after a few seconds.

try taking a look at this post How to weld two rigid bodies without one interfering with the other's physics? - #18 by Aspecturu

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Hold on, try changing humanoid state types and the humanoid to PlatformStand
im not sure what state types but try some and continue to try and set the network owner to the carrying player or server

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Yea I asked on the post you linked what humanoid states that guy used. Waiting for a response from him. I already use platform standing as well.

Thats really weird. Setting the network owner to the grabber should fix the delay issue but I’m not sure whats causing it to be set back.

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Hi, I am having the same issue and it appears many others do too.
I read on another post that instead of using Rigidity Enabled using MaxForce and Responsiveness to 200 achieves a similar effect or something.

When I tried that it seemed to work better (although it was a bit janky). There is a catch, however.
The person being carried sees it fine, but on the carrier’s client, it is still delayed.

If only welds did not kill both players.

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It wont be delayed if you have a heartbeat loop setting network ownership of the person being carried to the person carrying

And if its an NPC doing the carrying simply set the networkownership to the server. (or whatever the NPCs network ownership is)

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Thank you very much! I will try implementing that into my script and return with results. I have seen it mentioned in similar posts before and the results vary but I am pretty open to options.

I’ve also heard setting the network ownership to no parent achieves a similar effect if you cannot apply it to the carrying player.