#VectorForce
1 messages · Page 1 of 1 (latest)
Please help
Server
You can't apply force to something on the server when the part has NetworkOwnerShip
You can either set the NetworkOwnerShip of the HumanoidRootPart to nil and later than to the Player or you can Handle the VectorForce on the client
I'd recommend doing it on the client
No problem. I've been there. Pushing Parts can be really tricky.
Hey uh sorry for ping but I did that but it still doesn't dash me, like I have set the owner to nil it.
local OCD = Instance.new("IntValue",DashFolder)
OCD.Name = Player.Name
HumRoot:SetNetworkOwner(nil)
local BodyV = Instance.new("VectorForce",HumRoot)
BodyV.Attachment0 = Ch.HumanoidRootPart.RootAttachment
BodyV.Force= Vector3.new(1000, 0, 1000)
BodyV.ApplyAtCenterOfMass = true
if StandingStill then
BodyV.Force= Ch.HumanoidRootPart.CFrame.LookVector * DSpeed
end
game:GetService("Debris"):AddItem(OCD,DashCooldown)
game:GetService("Debris"):AddItem(BodyV,DDuration)
HumRoot:SetNetworkOwner(Player)
No problem. It seems that i might have forgot something. I am not 100% sure tho.
There is a Setting inside Studios that allows you to see the realtime Network owners. (This little cog)
My theory is that the Player automaticly takes NetworkOwnerShip back (For some reason).
Could you check how the Network ownership behaves?
Or it might also just be the case that the VectorForce gets applied and then a few Frames later you set the NetworkOwnership back to the player through the code
