Issue with making character massless / weightless with my carry script

https://gyazo.com/08594159ef9bcfc7c49760e051887e59
I have this carry script (which welds 2 players together) and for some reason carrying makes the person slower and unable to jump at times. Why is this? I set every basepart inside the player being carried to massless and I get the same result. Any solution?

Whenever I sink into the floor in the gif I am trying to jump. The script seems to work fine except for the fact that when you carry someone it weighs you down. I made all the parts inside the character being carried massless. Any solutions?

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Have you tried changing the NetworkOwnership of the other player’s character to the player carrying them until they set them down again?

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how would I go about doing that? looping through every basepart and setting network ownership?

Here’s an article on Network Ownership, not sure if it fully answers your question for this. But I believe so.

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No luck. I set networkownership to every basepart on the player being carried and nothing seemed to change.

Then I’m not really too sure what would fix it as I haven’t personally done something like this before. That was just the first thing that came to mind when I saw it.

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Yeah I understand. I thought the network ownership would’ve worked too.
Thanks for trying.

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Sorry I couldn’t be of more help.

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I had this same problem with my chickens, I fixed this by removing the humanoid in the thing your carrying. Not sure if this is the best solution for your particular case, but tell me if it works.

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Thats not really a viable option for me unfortunately. But that does make sense since I can weld parts to the player without a problem it has to do something with the actual humanoid. But what in the humanoid is causing it?

Does the other player have their Player.Character still set?
I believe that as long as a the person being carried has their Player.Character set, it’ll always keep that player’s network ownership, unless the weld was made server side, etc for both players to use.

Maybe use a localscript on the person carrying another player to set the other player as massless and cancollide false with a renderstepped awhile carrying?

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The weld is server sided and unsetting the plr.Character would break a lot of stuff so I’d rather not try that lol.

I could try setting the carried player massless on the client rather than the server and see how it goes.

setting it on the client yields the same result.
All I know so far is that the issue has something to do (most likely) with the actual humanoid since thats the only difference from other models I have welded to the character that work fine.

setting the humanoids platform stand to true (on the server) fixed the issue.
ty to all who tried their best to help.

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