When player on a seat gets teleported to round it brings the seat

I’m having a issue when the player gets teleported the seat gets brought to the round how do i fix here is the code:

--Anti Seat
	for i, v in pairs(game.Players:GetChildren()) do
		if v.Afk.Value == false then
		if v.Character.Humanoid.Seated == true then
			v.Character.Humanoid.Jump = true
			end
		end
	end
	wait(1)
	for i, v in pairs(game.Players:GetChildren()) do
		if not v.Afk.Value then
		table.insert(plrtable, v)
		print(plrtable)
		print(v.Afk.Value)
		v.InRound.Value = true
		v.Character.HumanoidRootPart.CFrame = CFrame.new(clone.Spawn.Position)
		v.Character.HumanoidRootPart.CFrame = clone.Spawn.CFrame * CFrame.new(0, 1, 0)
		v.Character.Humanoid.Jump = true
		else
		--v.Character.HumanoidRootPart.CFrame = CFrame.new(workspace.Spawn.SpawnLocation.Position)
		--v.Character.HumanoidRootPart.CFrame = workspace.Spawn.SpawnLocation.CFrame * CFrame.new(0, 1, 0)
		--v.InRound.Value = false
		end
	end
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Try putting the v.Character.Humanoid.Jump first before you set your CFrame?

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Hmm thanks about this I didn’t thought of that :smiley:

I believe that’s cause the SeatWeld would still detect the Player sitting on the Seat, so it’ll also affect your CFrame as well

Basically: The Seat doesn’t want to let go of you unless if you make the Humanoid jump first

Didn’t work sadly for some reason idk why

Try adding a wait() or destroying the Weld connected to the Character & the Seat before you teleport them?

Where is the weld located though?

I believe inside the Seat object? You can also try adding a simple wait(0.5) after you jump the Humanoid if it changes anything

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