basicly the character is able to move the Enemy weirdly around.
Is there a way or an idea on how to prevent this? I tried setting the enemys density very high, or make him massless , or turn cancollide for the player and the enemy but nothing really work. It keeps on bugging out.
There are a number of ways you could fix this.
My advice would be to add some randomness to the equation.
You could also add a thing where if the titan detects something staying on his face for a specific amount of time, it grabs the player and eats them or something.
EDIT:
Just saw the second video.
That’s a little more difficult to fix but maybe mess around with the physics properties of the titan’s bodyparts?
but what appears to be happening is that the hook is still trying to pull the player towards the NPC even though you’re already right on it. I’d suggest having the force stop as soon as you get close enough to where you need to go so you can just hang there.
If that fails, I’d suggest going with what Dispeller said by incorporating [color=yellow]BodyPosition[/color]. It may also be a good idea to make use of a BodyGyro too just in case so it won’t flip even though its held in place.
I’ll try that :)) Thanks
U are right, it looks like its still pulling towards it.
but isnt there another way to make the enemy stop moving so weirdly even doe the player is still pulling towards it?
Well there’s BodyPosition + BodyGyro, though I still suggest at least attempting to fix the pulling issue. Who knows if it’ll ever cause more problems in the future. It’s better to be safe.
regardless, could you provide me with some code regarding the bodyposition and bodygyro?
I am not that familiar with bodymovers , I cant get them working usually.
Depending on how you’re attaching the endpoint for the hooks, you can just force the point to remain in a certain axis in world space (e.g. CFrame with all values as 0). Problem is that whatever the part or means of attaching your character to another entity (object or NPC) is, it’s working in relative space. This is why your NPC is able to fling the character around.
From my perspective, it may be (and probably is) because of two conflicting humanoid forces. Perhaps make the player use a different state when interacting with NPCs? (i.e. PlatformStand or Humanoid::ChangeState)