So, I’m trying to weld a character to a certain position on a boat, while at the same time allowing the boat to be controlled by forces. However, whenever I weld a character to the boat, the boat stops moving from the forces and inherits full movement from the character. If the welded character tries to walk, they will move the entire boat.
The desired action is for the boat to retain movement from the steering forces and for the welded character to inherit the boat’s movement - not for the boat to inherit any forces from the welded charcter.
I have tried changing the humanoid state as well as setting the network owner of the boat. This only happens in game servers with multiple players. It does not happen in a game server with 1 player, studio solo test, nor studio multiplayer local server test.
What happens when a second player is welded to the boat (weld happens about 3 seconds into the gif where the boat suddenly stops, then the welded player tries to move around while welded, moving the entire boat vigorously): https://gyazo.com/1f0527835a47e0b05949b4ee63802084
I suggest to use the new property feature in an Instance called “Massless”, by enabling this to all part involving that 2nd player, it might not do the error anymore.
I wonder if both players having network ownership of their characters caused this, and when the player sat in the seat, the game transferred ownership to the driver. Again, not sure. I would love to look into more why this didn’t work tomorrow.
So why are we welding players to a ship? Players on Moving Platforms is live. Also rudders work well if I do say so myself. It might be worth looking into using one if you aren’t already. The physical kind I mean.
(Regarding the first part on Players on Moving Platforms.) Perhaps so that a player can remain completely stationary when firing a cannon and would only have to worry about their boat’s and the enemy’s boat’s movement. I don’t know much about the project, but I know most naval games use seats with cannons as it is much more comfortable to fire cannons in this way.
I guess there’s multiple ways to go about it. I’m also putting a lot of ship mechanics under my belt. And welding players to the ship, is something I’ve explicitly wanted to avoid.
I had actually put my game on hiatus until moving platforms were released.
Thanks for the replies guys. The moving platform update has been live for a short time now. It works much better than the old way! (It’s still not perfect and I will implement something in the future for make up for this part.) Also, I played around with manual network ownership and it just complicated the problem.
Just because y’all asked, the reason I wanted to weld a player to the boat was to put him in a cannon firing position and keep him still. I attached a copy of the game so you can see exactly how it works. We now see why welding players on boats is a bad idea, use a seat instead!