I am working on a source engine replica and after LOTS of testing and changing my custom character code i ended up noticing thats its not my code fault its roblox’s so i wanted to know whats the smartest fix to prevent theese props to not fly away without changing a lot the density
External MediaTry looping the AssemblyLinearVelocity.
Doing this will make the object “heavier”
local RunService = game:GetService("RunService")
local BasePart = script.Parent
RunService.Heartbeat:Connect(function()
BasePart.AssemblyLinearVelocity *= .5
end)
The issue with this is that it messes with my prop handling system + its gravity so is not really a good option
Did you try welding the prop to a heavy invisible part?
Yes but same thing ends up messing my prop holding bc is too heavy
I’m not sure how else to help other than suggesting you to tamper with roblox’s physics as much as possible.
i’ll prob do that ig i have no more options lmao
Try enabling the network owners debug to see if a change in owners is causing the flinging.
Sometimes physics act weird when owners transition. If it looks like a change in ownership is occurring right as the part gets flung then that could be the root cause and might help you find a solution.
Imma check and i’ll see ty for the suggestion
I made the crate ownership mine and the others not and still both of this have the same issue i can’t stand on em bc they will move bc of my characters density
Edit: im pretty confused bc it sometimes lets me walk on them sometimes not uh
Edit 2 : Yeah this isn’t a network error is mostly my characters density but if i make it not dense he will get flung by water
I had a similiar issue with my bike chassis. You could try using align position and play around with the properties like maxforce (so that the crates stay where they are more)
I’ll give it a try later but idk if that would fit my game correctly
You can disable the alignposition with code when your prop holding stuff happens.
I’ll give it a try later when i can and i’ll tell you thanks for the idea


