Make two players face each other

I found a few other issues, 1 second fixing them in studio so I can fix it easier and quicker; when I am done I will edit the script in here.
Edit:

local players = game:GetService("Players")
local plr1 
local plr2

players.PlayerAdded:Connect(function(plr)
	local function respawnFunc (char, plr)
		print("Respawn function active for: "..plr.Name)
		local humRP = char:WaitForChild("HumanoidRootPart")
		
		local BG = Instance.new("BodyGyro")
		-- please read more about BodyGyro's properties I put a link under the script.
		BG.MaxTorque = Vector3.new(0,400000000,0)
		-- BG.P = mess around with these 2 settings
		-- BG.D = 
		BG.Parent = humRP
		
		while char and char:FindFirstChild("Humanoid") and char.Humanoid.Health > 0 do
			if plr1 and plr1 ~= plr then
				if plr1.Character and plr1.Character:FindFirstChild("HumanoidRootPart") then
					local otherHumRP = plr1.Character:FindFirstChild("HumanoidRootPart")
					BG.CFrame = CFrame.new(humRP.Position,Vector3.new(humRP.Position.X,humRP.Position.Y,otherHumRP.Position.Z))
				end
			elseif plr2 and plr2 ~= plr then
				if plr2.Character and plr2.Character:FindFirstChild("HumanoidRootPart") then
					local otherHumRP = plr2.Character:FindFirstChild("HumanoidRootPart")
					BG.CFrame = CFrame.new(humRP.Position,Vector3.new(humRP.Position.X,humRP.Position.Y,otherHumRP.Position.Z))
				end
			end
			wait()
		end
		BG:Destroy()
	end

	if not plr1 then
		plr1 = plr
		plr.CharacterAdded:Connect(function(char) respawnFunc(char,plr) end)
		print(plr.Name.." set as plr1")
	elseif not plr2 then
		plr2 = plr
		plr.CharacterAdded:Connect(function(char) respawnFunc(char,plr) end)
		print(plr.Name.." set as plr2")
	end
end)

That should do it, I hope.
Edit 2:

  1. Sadly when I tried it, it did not work. I currently have no solution for fixing this; this is as far as I know how I could help you; maybe making the MaxTorque higher or editting with the BG.P or BG.D would work; tho I am not sure.
  2. If this all won’t work then instead of setting the BG.CFrame set the humRP.CFrame
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