Werid Zombie Part that does not appear on both the Client and server

Allright So I have a landmine script here.

local PlayersService = game:GetService("Players");
local DebrisService = game:GetService("Debris");

local Tool = script.Parent

local Debounce = false;
local CanDamage = false;

local Player
local Character

local SwingTrack

--post effects on landmine (really just a single color)
function handleplacedlandminefx(mine)
	mine.PointLight.Enabled = true
	while mine ~= nil do
		mine.PointLight.Brightness = 0
		mine.Union.BrickColor = BrickColor.Black()
		task.wait(1.5)
		mine.PointLight.Brightness = 23
		mine.Union.BrickColor = BrickColor.Red()
		mine.beep:Play()
		task.wait(1.4)
	end
end


Tool.Equipped:Connect(function()
	Character = Tool.Parent
	Debounce = false;


end)

Tool.Activated:Connect(function()
	if not Debounce then
		Debounce = true;
		local Clone = Tool.Handle:Clone()
		Clone.Parent = game.Workspace
		Clone.CanCollide = true
		Clone.CanTouch = true
		wait(3)
		
		task.spawn(handleplacedlandminefx, Clone)		
		Clone.Touched:Connect(function(hit)

			if(hit.Parent:FindFirstChild("Humanoid")) then
				local Humanoid = hit.Parent:FindFirstChild("Humanoid")
				Humanoid:TakeDamage(100)
				local explosion = Instance.new("Explosion", Clone.Parent)
				explosion.Position = Clone.Position
				for i, obj in pairs(hit.Parent:GetDescendants()) do
					if obj:IsA("Motor6D") and obj.Parent.Name ~= "HumanoidRootPart" then
						local Socket = Instance.new("BallSocketConstraint", obj.Parent)
						local a1, a2 = Instance.new("Attachment", obj.Part0), Instance.new("Attachment", obj.Part1)

						Socket.Attachment0 = a1
						Socket.Attachment1 = a2

						a1.CFrame = obj.C0
						a2.CFrame = obj.C1

						Socket.LimitsEnabled = true;
						Socket.TwistLimitsEnabled = true;

						obj:Destroy()
					end
				end
				local BodyVelocity = Instance.new("BodyVelocity", hit.Parent:FindFirstChild("HumanoidRootPart"))
				BodyVelocity.MaxForce = Vector3.new(1, 1, 1) * 10000
				BodyVelocity.Velocity = Vector3.new(0, 100, 0) -- push upward
				DebrisService:AddItem(BodyVelocity, 0.5)
				Clone:Destroy()
			end
		end)


		Debounce = false;
	end
end)

It works fine. Really fine. Im really happy with how it works. Except theres one problem. Normally when the player steps on it he goes flying a bit. screams and then thats it. But when a NPC goes to hit the thing and the player is nearby to be affected by the explosion. Something very “Intresting” happens.

Now weridly. if I go to Client side view and select my playermodel blondeguy2001 I see this.

Huh? There is a werid part that is just sitting there. We know that it is a child of the Players Charcter because otherwise it would not show up when I select the MODEL of my Player. That must be what the camera is following(It should be following humanoid root part but whatever).

So I go and select every single child of the player model without acutally CLICKING the model button. A simple select

ANNDDDD DRUMROLL PLEASE…


wut?..

Allright. SO this part is a child of the players character. But also is not. Its a part that does not exist and also exists at the same time?

Allright? Lets see switch over to server side. But first lets note something.

Weridly when moving around in this state I get random Jitters, Like the player is hitting something that does not exist. Eventually I got it to where I jittered just a tiny bit upwards and the camera did not move back down. LIke I was climbing onto something that did not exist. Now lets switch over to server view.



WOAHHHH. there is us? Thats me. But on the client Im Missing all my limbs

What the client sees.(This is me on a seperate instance after trying this again. but on both times it was the same thing.)

But wait a minute. are we… Were holding onto the same ghost item.


Thats the same part from before. Its like the SERVER version of us is interacting with the CLIENT version of us.

Well now lets see. Does this part exist on the server.

So I selected the player model and yes it does. This part is a child of our player model. THATS GREAT


So lets go and select every single child of the player model and see if the part shows up like what it did not do in the client version.

Moment of truth please Every single child is selected

ANNDDDD… nothing…

What?

So this part is a child of the player model. It can interact with physics objects like the other humanoid parts. the Camera weridly follows it instead of everything else.

But also it is not a child of the player model at the same time. This part does not exist ANYWHERE in explorer and as far as explorers concerned this part does not exist.

This part exists and does not exist at the same time?

I would have put this under “emotional support” because I need a entire thearpy session after the hours of testing I just did to determine what was the issue. but I guess this will work.

Also weridly in this state physics are… well wonky… sometimes players just freeze despite being unanchored and then just randomly decide to start abiding by the laws of physics

Notice how it jsut randomly starts working again? Well kind of. my accerssories should be falling under the floor like normal but weirdly they do not?

The same thing also applies for NPCS

Npcs also have this same “Zombie Part” and this werid Zombie part will continue to move on following us, slowly pushing us despite being dead.

WERIDLY however is that with NPCS when we switch over to server view we do not see them following us like with the player still existing server side. On both the Server and Client side there on the floor ragdolling?

But there still touching us and are alive. and can even respond to :cantouch events??? I cant even select this zombie part, This zombie part is completely invisiable and exists while also Not existing at the same time and is not even visiable by explorer? https://www.youtube.com/watch?v=Bf_xtPad4U4

Explosions have weird behaviour with R15, and it seems that the explosion destroyed the joint between the torso and the root part. Just set the blast radius of the explosion to 0 if you don’t need the built-in joint destruction that the explosion causes.

Yeah. its just werid how it also breaks other objects physics like the random clone object. just standing in the air doing nothing.

Ill try that and report back