Hello, I’m making a fighting game which has a carrying feature once the player reaches a certain amount of health.
Basically when you press V close to a dead player you’ll be able to carry them on your shoulders but I’m facing an issue, whenever I create the weld to weld the dead guy onto the character, the guy carrying has massive input delay and I’m assuming thats due to the networkownership being messed up, I’ve tried setting the dead guy’s networkownership to the player but the input delay still persists has anyone found a solution to this issue?
Code:
--- Carry Weld
local weld = Instance.new("Motor6D")
weld.Name = "CarryWeld"
weld.Part0 = player.Character.HumanoidRootPart
weld.Part1 = vcharacter.HumanoidRootPart
weld.C1 = CFrame.new(Vector3.new(1.5,-1.2,0))
weld.Parent = player.Character.HumanoidRootPart
local ro, rc= player.Character.HumanoidRootPart,vcharacter.HumanoidRootPart
vcharacter.Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
vcharacter.Humanoid.PlatformStand = true
--- FFC = FindFirstChild
if FFC(vcharacter, "Ragdolled") then
FFC(vcharacter, "Ragdolled"):Destroy()
Ragdoll:UnRagdoll(vcharacter, player)
--Ragdoll.Ragdoll(vcharacter,false,player)
end
for i,v in pairs(vcharacter:GetDescendants()) do
if v:IsA("BasePart") then
v.CollisionGroup = "Carried"
v:SetNetworkOwner(player)
end
end
for _,v in pairs(GetDescendants(vcharacter)) do
if v:IsA("BasePart") then
v.Massless = true
end
end