ProximityPrompt .Triggered Event Suddenly Stopped Firing

Hello, I have had a part that uses a ProximityPrompt for a while now, and haven’t had any issues with it. Now, upon using the Prompt, it will not fire the .Triggered event at all

Note: All of the code you see is in a ModuleScript connecting all of the .Triggered events to the parts they’re cloning (this is how it was before and worked with no issues)

Code here:

        local proxOut = part.Out.Attach.Prox
		--
		proxOut.Triggered:Connect(function(plr)
			print("triggered") -- This will not print
		end)
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  • Have you teleported the character at any point before activating the Prox?
  • You sure you didn’t change something in the module that affected the prox?
  • How’s the Module affecting the prox? What’s it specifically doing?
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Upon joining the place via teleportasync, the player is loaded into the game, and then teleported to the “elevator” after the player has fully loaded

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Have you added any other prompts recently that the module takes care of as well?
Does the prompt light up when you mouse over it or click E (or whatever your input is)?

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I have noticed a bug though… whenever I join the game, my camera also seems to lock in one specific spot and is immovable

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The module spawns and handles all of the proximity prompt connections of every hiding spot in the game

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Have you added anything recently, like a free model or plugin?
Is this part of a team create place that others may have joined with a corrupted plugin?
Does it only happen in Studio, or does it happen while playing on the website?

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Nope, haven’t added anything of that sort, only the Autoscale Nightly plugin

I can test if its a studio only bug, will test now…

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Unable to test if this is working in game, camera is locked in one spot for some odd reason upon teleporting…

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Im not too sure about the camera bug thing, it might be related to the Prox not working but idk, though, if you’ve teleported the character to a different position, check to see if it was a CFrame position or a Vector Position. If it was a Vector Pos, that would cause some stuff to happen and essentially, break proximity prompts.

[EDIT NOV 16, 2024]
Teleporting using Vectors don’t work because

I finally found where this quote was after about a month.

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Okay, I actually just found the solution to both of these problems.

Upon joining the game I set the HumanoidRootPart’s Vector position to another parts position and apparently this breaks ProximityPrompts and can break the camera

For future readers, if you’re going to move a players character, do Character:MoveTo(Vector3)

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Yes, this was it, thank you!

minimumchars

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