This has kinda become a networking headache for me to solve. I plan to have vehicles in my game that can have different parts controlled by different people, for example here, a bomber plane that can have other players manning the on-board turrets. The turrets are physics based meaning whenever someone sits on one i give them network owner of the turrets which allows smooth, physics based control, however, this will obviously clash pretty hard with my plane system, which give a player network owner over the plane they are controlling. since i cant weld one to the other, i need some kind of discreet solution that keeps these aligned with each other while still allowing complete control over the plane and the turret. I don't know how to solve this elegantly pls help
#How can I attach physics based turrets to a physics plane where each can be controlled by a player
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Developer Forum | Roblox
Oh! Messing with rootpriority did indeed fix it. That’s a MUCH nicer solution. So to clarify, madattak was exactly right with his initial answer. (Plan B) Working solution with full collision detection: Have the turret attached via a “weld” and c1 (motor6D would be ok too) Set network ownership for the whole tank to the driver On the ...
^ has a pretty decent solution