Hello, I am making a simple script for elevators but I have noticed that when I have a proximity prompt for 2 elevators only the first one I activate will work.
I know it has nothing to do with my code since my code is essentially this:
prompt.Triggered:Connect(function(player)
print("Test"); -- Prints only for the one I interact with first
player.Character:WaitForChild("HumanoidRootPart").Position = destination.PrimaryPart.Position;
end);
I know both are loaded since I do this:
warn(prompt:GetFullName());
And this prints out:
I do not know if my properties are wrong so here they are for both:
To give more insight, by what I mean with “the first one I activate will work” is that if I use the top elevator first only that one will work, and if I use the bottom elevator first only that one would work.
I figured out that the replication isn’t working correctly??? When I teleport it only teleports for the client. The server keeps it in a complete separate position. I am indeed teleporting in the server so I guess this is related to a faulty anti-cheat of sorts that thinks this teleportation is malicious.
It’s because you’re setting the ‘Position’ property and not the ‘CFrame’ property, assigning the ‘Position’ property causes joint instances to be ignored (across the client-server boundary).