#Character.PrimaryPart.CFrame = Part.CFrame behaving oddly?
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What happens if you change character.PrimaryPart.CFrame = startBlock.CFrame to character.PrimaryPart.CFrame = startBlock.CFrame + (character.PrimaryPart.Position - character.Torso.Position)?
im not sure whats wrong but only thing i can think off is somehow the primary part is offset from your character when you teleport it
this usually only happens in tweens, not animations (unless the animation is still ongoing) pretty sure though..
yeah they did stop the animation before teleporting so idk whats wrong
what if you do like task.wait(1) then teleport does it still clearly teleport to the wrong location?
also is outblock and startblock different or something?
if you can please do explain the difference between those 2
outblock is the red block in the barrel and startblock is the gray
** You are now Level 9! **
ah ic
the green is the "outblock" aka where they will tp before the jump out anim starts, and the gray/purple is the start block where they teleport to before jumping in, but it's also the end point they teleport to after the jump out animation, the red block is the in-barrel camera
sorry i said the wrong color lmao
what happens if you do like task.wait(1) after jumpOut:Stop()
im just curious if it does the same thing if you wait even longer
lemme try that rq
well i guess that kinda helped 🤔
maybe i need to edit my animation to where they are already positon at the gray block, but shown to be jumping out, so the 'landing' is smoother?
because as the animation plays they are still inside the barrel
try this
jumpOut.Ended:Once(function()
character.PrimaryPart.CFrame = startBlock.CFrame
controls:Enable()
camera.CameraType = Enum.CameraType.Custom
end)
jumpOut:Play()
task.wait(3)
jumpOut:Stop()
i think you just have to wait for the animation to fully end so there aren't any offsets from the primary part
well i think its defo better than before 
(i plan to turn them the right way later + remove the gui lol)
Nice yeah it looks a bit better now, im not sure why it would still be a little glitchy at the end
you could probably try lowering the task.wait to like 2.5 seconds and see
must be the way I have the animation, i think i can refo the animation from outside the barrel instead, maybe its a hitbox thing? ! 
and yeah flipping the startbox around too
i can try that too aswell
with 2.5, maybe i can make the barrel to not collide, but im pretty sure its the animation ending and putting the player back to it's origin (the humanoid doesn't move with the animation) and then moving them to the gray block
i tots forgot that the humanoid doesn't move with animations </3
Oh, yeah it looks like its probably interpolating back to the idle animation so you can see everything move back to its normal position
maybe you could fix with making a RunService connection to temporarily force the player to be at the startbox, or you could try messing around with the animation so the humanoid root part moves too
i think ill mess with the animation, i have idea that might help, thank you for helping me out :D
smooth enough
i just changed where the humanoid rootpart will be by editing the animation, i think will do some camera tweening to avoid seeing that little studder 🤔