You might have the CutsceneTrigger part in a bad spot but if you don’t this should work to acheive the desired result. Make sure that the CutsceneTrigger part is anchored and uncollideable(seperate from CanTouch and CanQuery if this part triggers cutscenes when touched).
Yess… i am on my phone, but i will tell you all the details.
Cutscene trigger is a basepart which is scaled to fit a hallway, which makes the pivot point right in the center… the part has no collision, is anchored, and is transparent… the part triggers with a local script in StarterCharacterScripts
Unlike SetPrimaryPartCFrame, PivotTo can move the Model without a PrimaryPart, Its recommended you still have one so the CFrame is centered around the Model
Yes… i said in my post i used setprimary and pivotto… they had the same results… is it possible that moving the character in a local script is the reason why it is not working?
I would try to set it on the server rather than the client, I havent had issues with pivotto functionalities but then again I never used it on a player and on the client
local dst = game.Workspace:WaitForChild("Destination"):GetPivot()
script.Parent.Touched:Connect(function(part)
local player = game.Players:GetPlayerFromCharacter(part.Parent)
if player and player == game.Players.LocalPlayer then
part.Parent:PivotTo(dst)
end
end)
It seems one of your solutions have something to do with the script being a server script… I will do this and check back on you later to mark solution. (IF it works)
Edit: I should also say that I teleport the player TWICE. One for the animation beginning, then another to spawn more forward
Ohhhhhhhhhh… i figured out the problem… i had the humanoidRootPart anchored when the cutscene played so the animation would be correct… but now i have another problemmmmm… how will i stop the humanoid from moving?