Player isn't able to move to a certain train car

OK, I found the issue and rewrote the basic code you posted with a fix and some of the stuff I previously said.

-- Localscript inside of StarterCharacterScripts

local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')

local LastHit
local LastTrainCFrame

local Function
local Function2

local Whitelist = {workspace.Trains}

Function = RunService.Heartbeat:Connect(function()
	local RootPart = player.Character.HumanoidRootPart
	local Ignore = player.Character
	local ray = Ray.new(RootPart.CFrame.p, Vector3.new(0,-500,0))
	local Hit, Position, Normal, Material
	if LastHit then
		Hit, Position, Normal, Material = workspace:FindPartOnRayWithWhitelist(ray,{LastHit})
		if not Hit then
			Hit, Position, Normal, Material = workspace:FindPartOnRayWithWhitelist(ray,Whitelist)
		end
	else
		Hit, Position, Normal, Material = workspace:FindPartOnRayWithWhitelist(ray,Whitelist)
	end
	if Hit then
		local Train = Hit
		if not LastTrainCFrame then
			LastTrainCFrame = Train.CFrame
		end
		local TrainCF
		if Train ~= LastHit and LastHit then
			TrainCF = LastHit.CFrame
		else
			TrainCF = Train.CFrame
		end
		local Rel = TrainCF * LastTrainCFrame:inverse()
		LastTrainCFrame = Train.CFrame
		RootPart.CFrame = Rel * RootPart.CFrame
		LastHit = Train
		if Train ~= LastHit then
			LastTrainCFrame = Train.CFrame
		end
	else
		LastTrainCFrame = nil
	end
	
	if not Function2 then
		Function2 = player.Character.Humanoid.Died:Connect(function()
			Function:Disconnect()
			Function2:Disconnect()
		end)
	end
end)

The issue was that when you switched parts, you’d set the LastTrainCFrame to the new part’s CFrame, making the Rel value equal to an identity matrix (no offset and no orientation), thus it would not move the player forward, allowing physics to push them back.

Also, decrease the -500 to something like -10 as it can cause lag on complex maps.

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