#AssemblyLinearVelocity acting weird and not working for seemingly no reason

23 messages · Page 1 of 1 (latest)

violet nymph
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Can't seem to find anything wrong

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Can you print the velocity in a loop to see if it actually changes?

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Is the script running?

rich acorn
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sorry its hard for me to read on phone. are you changing the velocity on the server or client

violet nymph
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Ok

rich acorn
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you cant do that since the client owns themselves

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youll need to either use a remote event or set the network owner to the server for a brief time when you set velocity

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you can test it, im fairly certain tho

violet nymph
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Wasn't it working from the command line

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Are you using the developer console or the studio command line

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I'm sure that runs in the client not on the server unless you switch

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🤔

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If it didn't work in the console, it doesn't work on server you might need to fire a remote like Fevo said

rich acorn
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or setnetworkowner the character to nil or something for a few seconds

violet nymph
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Or do that yeah it should be easy to find the solution once you have figured out the problem

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Network ownership basically means which player is responsible for physics on a part

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Every player is responsible for their own characters physics so only they can change it

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Setting it to nil makes it so the server owns the character which allows the server to change it's assembly linear velocity

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That would work yes

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I guess so, try it out

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Using bindable events

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But that's very exploitable

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You need to perform the checks on the server that the character was actually hit