game:GetService("RunService").RenderStepped:Connect(function()
local char = plr.Character
local PetTable = workspace.Pets:WaitForChild(plr.Name):GetChildren()
local PetOffset = CFrame.new(0,1.3* math.sin(tick() * 4),10)
for i, v in pairs(workspace.Pets:WaitForChild(plr.Name):GetChildren()) do
local Offset = 0.3
local PetHolder = workspace.Pets:WaitForChild(plr.Name):GetChildren()
local Angle = ((i + Offset) / #PetHolder) * math.pi * 2
v.PrimaryPart.BodyPosition.Position = (char.HumanoidRootPart.CFrame * CFrame.Angles(0,Angle,0) * PetOffset * CFrame.new(0,1,0)).p
v.PrimaryPart.BodyGyro.CFrame = CFrame.new(v.PrimaryPart.Position, char.HumanoidRootPart.Position)
end
end)
How do I prevent pets from moving like this?
This game pet moves totally differently. And I know the developers use body movers I talked with the Scripter once.