I posted a few days ago asking for people to help with my void spawning issue… (People randomly spawn into the void) I didn’t get a resolution unfortunately. Here is the link to the original thread:
After sitting and purposely decoding all my scripts, I’ve managed to narrow my issue down to this piece as listed below. I’m certain something in that piece of code makes people spawn in the void randomly.
Hopefully we can resolve the issue.
player.CharacterAdded:Connect(function(char)
local hum = char:WaitForChild("Humanoid")
wait(1)
char:MoveTo(Nodes[node.Value].Position)
hum.Touched:Connect(function(hit)
if hit.Parent == Nodes then
if tonumber(hit.Name) == node.Value + 1 then
node.Value = node.Value + 1
end
end
end)
end)
end)
I mean like if the part you are getting from Nodes[node.Value] is in the void. Either from you getting the wrong part or the part is unachored and falls into the void.
Thank you, this solution seems to have worked, (I’ve just been and played my obby twice in a row with no void spawns. I’ve never been able to complete it once without it doing it at least once.) So thank you.
Edit, It’s taken me shy of two weeks to figure this out…
I did have to tweak it a little to CFrame * CFrame.new (0,15,0)) to fully eliminate void spawning. CFrame * CFrame.new (0,5,0)) wasn’t quite enough, but that’s probably because I have thick checkpoint blocks.
I see, that makes so much more sense now. Your issue before was because you were moving the player into the center of the checkpoint. So the player forced into the center of the part and would randomly choose to push itself out the top or bottom to get out.