#AssemblyLinearVelocity acting weird and not working for seemingly no reason
23 messages · Page 1 of 1 (latest)
Can you print the velocity in a loop to see if it actually changes?
Is the script running?
sorry its hard for me to read on phone. are you changing the velocity on the server or client
Ok
you cant do that since the client owns themselves
youll need to either use a remote event or set the network owner to the server for a brief time when you set velocity
you can test it, im fairly certain tho
Wasn't it working from the command line
Are you using the developer console or the studio command line
I'm sure that runs in the client not on the server unless you switch
🤔
If it didn't work in the console, it doesn't work on server you might need to fire a remote like Fevo said
or setnetworkowner the character to nil or something for a few seconds
Or do that yeah it should be easy to find the solution once you have figured out the problem
Network ownership basically means which player is responsible for physics on a part
Every player is responsible for their own characters physics so only they can change it
Setting it to nil makes it so the server owns the character which allows the server to change it's assembly linear velocity
That would work yes
I guess so, try it out
Using bindable events
But that's very exploitable
You need to perform the checks on the server that the character was actually hit