this is desired behavior
the problem is how it replicates
because the server (and by extension other players) see this:
and i’m darned sure that network ownership is set.
while not Player.Character.Truck:getNetworkOwner() do
Player.Character.Truck:SetNetworkOwner(Player)
end
correct me if I’m wrong, but doesn’t CFrame replicate with network ownership?
ok, onto the new issue.
the network ownership is being reset on its own, despite the fact that SetNetworkOwnershipAuto is set to false.
Are you totally certain? Were you able to figure out what was causing that error? Is it possible that you have the model anchored, then welded then unanchored and this code is running before that process completes?
You mention that math.huge caused the issue with network ownership getting lost - but I experience a similar issue with BodyPosition + BodyGyro that seems to make the client lose network ownership of a part, and I do not use math.huge as force and no parts are getting anchored.