MoveTo Not Working From LocalScripts

For some reason, after the recent update, my old Pokemon game stopped working and the pokeballs can’t use MoveTo to position the Pokemon anymore.

Not sure what happened, but it seems really tricky to fix.

It’s even harder to debug because my character will not spawn on the spawnlocation in studio for some reason. They spawn at 0,0,0.

Widgeon was just telling me how MoveTo: and Local Parts were not working for him with FE, are you using FE as well?

(If not it must be something broken with MoveTo)

[quote] Widgeon was just telling me how MoveTo: and Local Parts were not working for him with FE, are you using FE as well?

(If not it must be something broken with MoveTo) [/quote]

Nope, 2012 game. Pretty old, bad code, but my most popular game. Definitely a screwup in this update though. Worked fine before.

can confirm, gonna be switching to moving the torso’s cframe now -_-

pls fix asap

[quote] can confirm, gonna be switching to moving the torso’s cframe now -_-

pls fix asap [/quote]

I tried doing this and ended up with the welds breaking entirely. Sooo broken.

Post contains repro for local FE Humanoids not falling.

I had this issue myself when moving all of my NPCs to the clients and they started freezing as if they were anchored.
I manged to capture this pretty reliably in a Test Server.



Edit: just realized this thread is talking about [tt]Model:Move()[/tt] and not [tt]Humanoid:MoveTo()[/tt]
Regardless, this appears to be a bug when Humanoids are localized. The second Stan should be able to fall and I’m not able to call MoveTo() on any localized Humanoids when this happens.

Can confirm, this has completley broken my game.

I am trying to look into these issues, but there seem to be several that are mentioned throughout this thread and none of them are clearly stated enough for me to be able to reproduce so far.

If you have a simple place (one object or character with one script) that demonstrates your problem, please post a link to that place on ROBLOX.

[quote] I am trying to look into these issues, but there seem to be several that are mentioned throughout this thread and none of them are clearly stated enough for me to be able to reproduce so far.

If you have a simple place (one object or character with one script) that demonstrates your problem, please post a link to that place on ROBLOX. [/quote]

[quote] I am trying to look into these issues, but there seem to be several that are mentioned throughout this thread and none of them are clearly stated enough for me to be able to reproduce so far.

If you have a simple place (one object or character with one script) that demonstrates your problem, please post a link to that place on ROBLOX. [/quote]
I’ve already hotfixed the issue on my place. The MoveTo function is broken on the client, that’s the extent of it.

[quote] I am trying to look into these issues, but there seem to be several that are mentioned throughout this thread and none of them are clearly stated enough for me to be able to reproduce so far.

If you have a simple place (one object or character with one script) that demonstrates your problem, please post a link to that place on ROBLOX. [/quote]

Updated my post after realizing the confusion.

Can confirm this is only with the client and not the server, server side :MoveTo() works fine, Local side MoveTo() does not work and actually completely messes up the model from where it originated:

Its not suppose to look like this:

Ok, I created a FE place that creates 101 local copies of a model and then uses MoveTo() to move them to a place in my game.

It works and all the models appear in the right spots in the right shape.

If people are still having issues with MoveTo(), please take a copy of the place above and modify it using your models to show the error you are encountering and post a link to the new place. Please include a description or image of what should happen as well, so I can tell how the place is not behaving.

Thanks.

Modified it a bit, raised the baseplate 12000 studs in the sky like my game has it, (spawn locations are broke at this height, since this update as well (Only in studio tho, wtf)) made the game use a server script to place the local script inside the playergui (This is what my game did, IDK if this is the issue tho)

Maybe the issue is that MoveTo() doesnt like moving stuff far away from the models origin?

[quote] Ok, I created a FE place that creates 101 local copies of a model and then uses MoveTo() to move them to a place in my game.

It works and all the models appear in the right spots in the right shape.

If people are still having issues with MoveTo(), please take a copy of the place above and modify it using your models to show the error you are encountering and post a link to the new place. Please include a description or image of what should happen as well, so I can tell how the place is not behaving.

Thanks. [/quote]

can confirm the same thing happens with widgeons post happens with my model. What it should look like (inside and outside) http://prntscr.com/64u2ax http://prntscr.com/64u2ej

And after it gets copied and moved up to(0, 10000, 0), you instead find it under the baseplate and smooshed together. It happens regardless of it FE is enabled or not

EDIT: it also happens when run from a regular script on the server, it seems to be distance related rather than being called by a local script or created locally.

http://www.roblox.com/The-broken-things-place?id=215778228

Thank you to both Widgeon and WhoBloxedWho!

From your places, I was able to reproduce the issue and find the cause. The issue does have to do with moving things far from the origin. Things placed close by will work, but the location is broken when far away. I have a fix for the issue and have sent information about the issue to the programmer who made the change that caused this issue. Hopefully, we will have a fix for this soon.

Again thank you!

[quote] Thank you to both Widgeon and WhoBloxedWho!

From your places, I was able to reproduce the issue and find the cause. The issue does have to do with moving things far from the origin. Things placed close by will work, but the location is broken when far away. I have a fix for the issue and have sent information about the issue to the programmer who made the change that caused this issue. Hopefully, we will have a fix for this soon.

Again thank you! [/quote]

Any updates on this issue?

Seems to have been fixed!
Chikorita and thousands of other Pokemon give their thanks.

Ok, this should be fixed as of last night. Please let us know if you are continuing to have issues with MoveTo(). If you are, simple reproductions will speed solutions greatly!

Thanks again!

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