My thoughts are its most likely related to this. Occasionally, a mathematical error can occur which causes a value to become an extremely unrealistic number. If its a case of nan, you can check for this by comparing a value to itself.
if value1 == value1 then
--number is not NaN, set RootPart Cframe now.
else
--number is nan, dont set the cframe.
end
Below is an example of me creating a CFrame with a NaN value, then applying it to a part.
Doesn’t seem to be working, maybe I wrote it wrong?
local RootCFrame = CFrame.new(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z))
if RootCFrame.Position.Y == RootCFrame.Position.Y then
RootPart.CFrame = RootCFrame
end
Positions cannot contain NaN, so when you do that you’re essentially just asking if -3 == -3.
You have to compare the value that is created before it gets applied to the character.
ex:
RunService.RenderStepped:Connect(function(DeltaTime)
if Humanoid and Humanoid.Health > 0 and RootPart then
local HitPos = Mouse.Hit.Position
local RootPos = RootPart.Position
local CFrameToApply = CFrame.lookAt(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z)) -- .new() in this way was deprecated in favor of .lookAt()
if CFrameToApply.Position ~= CFrameToApply.Position then
return
end
RootPart.CFrame = CFrameToApply
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new(Vector3.new(RootPos.X-1,32,RootPos.Z),Vector3.new(RootPos.X,0,RootPos.Z)),1-0.04^DeltaTime)
end
end)
local RootCFrame = CFrame.new(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z))
if RootCFrame.Position ~= RootCFrame.Position then
return
end
RootPart.CFrame = RootCFrame
Err, oh wait, I didn’t see the .lookAt!
… Nevermind, still doesn’t work.
The problem may not be there then, it’s possible that another script is setting the position of the part to NaN. Have you tried disabling the camera script and seeing if the character still gets stuck?
Yeah, when I remove the line where it rotates the RootPart, it seems to be working fine.
Is there maybe another way I could make it rotate? Body movers perhaps?
Or maybe I should use a new way of checking the mouse 3D position with the UserInputService?
This will produce 0, 0, 0, NAN, NAN, NAN, NAN, NAN, NAN, NAN, NAN, NAN because both values have a magnitude of 0.
So if you were to compare the position of this value to itself via ==, it should be false. Assuming this doesn’t work for some reason, you can check if the 2 positions have a magnitude < a number (ex: 0.1)
if (HitPos - RootPos).Magnitude < 0.1 then
return
end
Comparing a number to the magnitude doesn’t work too, and my brain is melting rn.
I literally checked if the values were NaN, it said they’re not, and it still applied it…???
local Mag = (HitPos - RootPos).Magnitude
print(Mag)
if Mag ~= Mag then
print(Mag,"FOUND IT")
return
end
RootPart.CFrame = CFrame.lookAt(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z),RootPart.CFrame.UpVector)
I mean, the character still got destroyed, this is really weird…
I saw someone doing something like this:
if Pos.X == Pos.X and Pos.Y == Pos.Y and Pos.Z == Pos.Z then
I’ll try it but I have to sleep, still though thanks a ton for the help :))
Try this out and let me know what happens, I’m curious as to what specifically is happening.
--// Services //--
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
--// Variables //--
--// Main
local Player = Players.LocalPlayer
local Camera = workspace.CurrentCamera
local Mouse = Player:GetMouse()
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local RootPart = Character:WaitForChild("HumanoidRootPart")
Camera.CameraType = Enum.CameraType.Scriptable
Mouse.TargetFilter = Character
--// Functions //--
local StartPos = RootPart.Position
Camera.CFrame = CFrame.new(StartPos,Vector3.new(StartPos.X,0,StartPos.Z))
RunService.RenderStepped:Connect(function(DeltaTime)
if Humanoid and Humanoid.Health > 0 and RootPart then
local HitPos = Mouse.Hit.Position
local RootPos = RootPart.Position
local Magnitude = (HitPos - RootPos).Magnitude
if Magnitude < 0.001 or Magnitude ~= Magnitude then
print("Found invalid values, will not set CFrame")
else
RootPart.CFrame = CFrame.new(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z))
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new(Vector3.new(RootPos.X-1,32,RootPos.Z),Vector3.new(RootPos.X,0,RootPos.Z)),1-0.04^DeltaTime)
end
end
end)
It printed “Found invalid values, will not set CFrame”, yet still applied it for some reason…
Maybe just like you said, if a position becomes NaN it will replace it with a weird number?
For a second I thought it was the solution, but I kept resetting and it still occured…
local function GetCFrame(Position,LookAt)
local LookVector = (Vector3.new(LookAt.X,0,LookAt.Z) - Vector3.new(Position.X,0,Position.Z)).Unit
local ModelUpVector = Vector3.new(0,1,0)
local RightVector = LookVector:Cross(ModelUpVector)
local UpVector = RightVector:Cross(LookVector)
return CFrame.fromMatrix(Position,RightVector,UpVector)
end
local StartPos = RootPart.Position
Camera.CFrame = CFrame.new(StartPos,Vector3.new(StartPos.X,0,StartPos.Z))
RunService.RenderStepped:Connect(function(DeltaTime)
if Humanoid and Humanoid.Health > 0 and RootPart then
local HitPos = Mouse.Hit.Position
local RootPos = RootPart.Position
RootPart.CFrame = GetCFrame(RootPos,HitPos)
--RootPart.CFrame = CFrame.lookAt(RootPos,Vector3.new(HitPos.X,RootPos.Y,HitPos.Z))
Camera.CFrame = Camera.CFrame:Lerp(CFrame.new(Vector3.new(RootPos.X-1,32,RootPos.Z),Vector3.new(RootPos.X,0,RootPos.Z)),1-0.04^DeltaTime)
end
end)
There are no other scripts that cause it to become NaN, though now when I’m testing it, it seems to occur less.
I’m really confused, maybe I should send the place file?
Okay I have a theory…
I removed the lines where the RootPart rotates towards the mouse and I used an autoclicker to reset myself whenever I press Esc + R.
It seems that the thing still occurs, so my theory is that maybe IT IS related to another script?
When the player dies, the server sets their character to nil and destroys it.
So maybe when the player dies, the event overlaps with the new character somehow?
Event_ChooseWeapon.OnServerEvent:Connect(function(Player,Weapon)
if not Player.Character and Weapon then
local WeaponModel = Fold_Weapons:FindFirstChild(Weapon)
if WeaponModel then
Player:LoadCharacter()
print("SPAWNED")
local Character = Player.Character
local Humanoid = Character.Humanoid
local RootPart = Character.HumanoidRootPart
Humanoid.Died:Connect(function()
print("DESTROYED")
Player.Character = nil
Character:Destroy()
Event_DisplayDeath:FireAllClients(RootPart.Position)
end)
Nevermind, I removed the Character:Destroy() and the RootPart still kept being NaN.