I feel likes it’s a simple question, but I didn’t find the anwser in my researches.
I’m doing a grab then project skill, so the player can grab other players and then project them on a wall or something.
When a player character is affected by the grab I change the network ownership to nil (and the collision group).
But on the grab release I set back the network ownership to nil then give it some assembly linear velocity. Like I did with my dash skill. It work on dummies but not on other players.
Doesn’t it means that I have too loop in some step function to put the grabbed player ownership at nil every frame ?
Or this should work and my code is the problem?
If you’re doing a grab by a player, and that player has to move with another client, you should probably set the ownership to that player.
By the way, if Roblox thinks a part is apart of an assembly, that part’s networkownership will be synchronized with the base assembly part. For example, when you change the ownership of the humanoid root part, everything else changes with it. So if you’re using something like weldconstraints, the player might actually be “stealing” the ownership because Roblox thinks it’s a whole assembly in itself.
Ohhh, so if I set the ownership to nil it shouldn’t change for no reason. Good to know I’ll test a few other stuffs then !
Well it’s laggy on the grabbed client side, I’ll probably make a post about it one day. But let’s say it’s the punition to get caught for now x)
I just made sure to reset the ownership after removing the weld, and it worked like I was hoping, thanks ^^