The problem is that one of the character is walking towards the other character for a long period even though there are no loops involved or humanoid:MoveTo() isn’t purposely used at all.
And as the character following, you don’t have to purposely move to start tailing the character that teleported you towards them.
So this really seems like one humanoid is taking over the other.
If you use only one Keybind (W,A,S,D), the period the other character follows up is even longer. If your humanoid MoveDirection changes slightly on all axis, the other character will stop shortly after, but if the MoveDirection only changes in one Axis, it takes a long period for them to stop following.
@LiamKyd@Geolio9
I get the player in two different ways, either from Teams or from a queue. This shoudn’t matter though because I never get an error regarding the character.
for i, v in pairs(towerTeam:GetPlayers()) do
local character = (v.Character or v.CharacterAdded:Wait())
character:PivotTo(CFrame.new(math.random(-20, 20), 243, math.random(-20, 20)))
end
--and
destoyer = queue[1]
local destroyerCharacter = (destroyer.Character or destroyer.CharacterAdded:Wait())
destroyerCharacter:PivotTo(destroyerSpawn.CFrame)
I have only seen the problem happen twice but I’ll try to gameclip it if I see it again.
I can assure you the players are being teleported over 100 studs.
One of the times I saw it I got a good look as to what happened. The player appeared to be flying (because the spawn point is floating) so I am guessing the player just joined in. The player was then teleported like normal, but then quickly teleported back the the spawn. There is a chance this code runs right after a player has joined the game. The other time I didn’t quite see but I do not believe the player just joined in, and I definitely didn’t see them floating either.
Its not that because I’m also parenting a highlight to the character which means I do have the character. You can see it in the video. It looks like the player is lagging or something but I know they didn’t just join the game because when they get teleported back they are in the corner of the lobby and the spawn is in the middle.
character:PivotTo(CFrame.new(math.random(-20, 20), 243, math.random(-20, 20)))
local highlight = Instance.new("Highlight")
highlight.OutlineColor = Color3.fromRGB(13, 105, 172)
highlight.FillTransparency = 1
highlight.Parent = character
i also had this problem! anyway, i found that the main reason is that either for some reason to code line simply doesnt work… or that the model doesnt load. some models are different, this may be happening to you because some accesories may take more time? idk for sure.
i solved this by waiting it to load or by checking in a second if everyone is at there correct cframe by using :GetPivot and re pivoting them