Roblox filtering error?

Hello, so for some reason… the server can’t detect the players, and the clients are glitched, like if something in clientside was moving players… is something REALLY weird, here you can see a video:

First off, my car spawner system, has a detector if the current world cars are far, as you can see at MINE screen, all cars are messed up, on a friend’s screen, those cars are moving and really far from that position.

Here you can see another video:

I’m not moving characters, atleast clientsided, like, all movement I do is just :Sit() for placing criminals in car by a module
Basically… I fire a remote event, I call for the module to sit a player. and the module does it

1 Like

Are you using a Local Script to move the parts, that would mean only the client will do the moving (unless the server has set the network owner of the part to the client), and Vice Versa. Is the server trying to detect user input. user input can only be detected on the client, so the client fires a RemoteEvent to the server for the action that the server needs to handle. For now, it’s just guessing, and the code you have will be helpful to actually see the problem.

Well yes, for cuffs I set NetworkOwner to nil when he gets cuffed, and then back to to player when uncuffed

Can I see your code? I twill be helpful.

I also set network ownership to nil for the taser


module.Cuff = function(Player, Target)
    if Player and Target and Player.Team ~= Target.Team then
        if Target.Interaction.Pinned.Value == false then
	_G.ltaa[Target] = true
           local Weld ="Weld", Player.Character)
        Weld.Name = "CuffWeld"
           Weld.Part0 = Player.Character.HumanoidRootPart
           Weld.Part1 = Target.Character.HumanoidRootPart
          Weld.C1 =,0,2.5)
     Target.Character.Humanoid.PlatformStand = true
Target.Character.Humanoid.WalkSpeed = 0
        Target.Interaction.Pinned.Value = true
          for i,v in ipairs(Target.Character:GetChildren()) do
            if v:IsA("BasePart") then
        Player["Interaction"]["Grabbing"].Value = Target.Name
        Target["Interaction"]["Grabbing"].Value = Player.Name
        repeat Target.Character.Humanoid:UnequipTools() wait() until Target.Interaction.Pinned.Value == false 

    elseif Target.Interaction.Pinned.Value == true then
            local Weld = game.Players:FindFirstChild(Target["Interaction"].Grabbing.Value).Character:FindFirstChild("CuffWeld")
            if Weld then

_G.ltaa[Target] = false
Target.Character.Humanoid.WalkSpeed = 16
	   Target.Character.Humanoid.PlatformStand = false
            Target.Interaction.Pinned.Value = false
            game.Players:FindFirstChild(Target["Interaction"].Grabbing.Value).Interaction.Grabbing.Value = ""
            Target["Interaction"].Grabbing.Value = ""
       for i,v in ipairs(Target.Character.Humanoid:GetPlayingAnimationTracks()) do
	if v.Name == "Pinned" then
             for i,v in ipairs(Target.Character:GetChildren()) do
            if v:IsA("BasePart") then
	v.Anchored = false

It may be related to ongoing issues, there’s a discussion about it here.