Hi, I’m currently creating a FlightSystem - The NetworkOwner is set whenever the Player enters the seat. However, since I implemented this I’m having issues with my Warp System?
All parts are joined together using WeldConstraints - The warp works by Tweening the RootPart of the ship from point A to point B, however as shown below, I’m having an issue with this.
The RootPart is the parent of all BodyMovers & an ordinary weld [This is to help with the tilting effect.] - The RootPart is connected to the BasePart in which all other parts are welded to.
The Red block is the Root, and as shown it seems to appear at the destination before the rest of the ship which then follows.
https://gyazo.com/8882a3e67f6a8b8f8bfb4c75ebec28fe
Warp Code
local System = {}
local Warp_Point
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function Tween(Obj, Time, Style, Properties)
game.TweenService:Create(Obj, TweenInfo.new(Time, Style), Properties):Play()
end
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function System.Configure(Compiled)
Warp_Point = workspace:WaitForChild("Warp_Point_A")
Compiled.Values.isWarping.Value = true
Compiled.BodyMovers.BodyAngularVelocity.AngularVelocity =
Vector3.new(0, 0, 0)
Compiled.BodyMovers.BodyVelocity.Velocity =
Vector3.new(0, 0, 0)
Tween(Compiled.Sections.Exterior["Root"]["Tilt"], .5, Enum.EasingStyle.Linear,
{C0 = CFrame.fromEulerAnglesXYZ(0, 0, 0)})
Compiled.BodyMovers.BodyGyro.MaxTorque =
Vector3.new(math.huge, math.huge, math.huge)
Compiled.Sections.Exterior["Root"]["BodyGyro"].CFrame =
CFrame.new(Compiled.Sections.Exterior["Root"].CFrame.p,
Vector3.new(Warp_Point.Position.X,
Compiled.Sections.Exterior["Root"].Position.Y, Warp_Point.Position.Z))
wait(1)
Tween(Compiled.Sections.Exterior["Root"], .5, Enum.EasingStyle.Linear,
{Position = Vector3.new(Warp_Point.Position.X,
Compiled.Sections.Exterior["Root"].Position.Y, Warp_Point.Position.Z)})
wait(.5)
Compiled.Values.isWarping.Value = false
Compiled.BodyMovers.BodyGyro.MaxTorque =
Vector3.new(math.huge, 0, math.huge)
end
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return System