#Anchor causing inconsistency

1 messages · Page 1 of 1 (latest)

stoic imp
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When a player does a certain action in the air, it is supposed to keep them lingering in the air for as long as the animation is playing.

I tried anchoring the RootPart of the player but then it creates some sort of inconsistency between the client and the server. This causes my hitbox to appear in weird places on the client.

Is there any other way to keep players stuck airborne or a fix to this. I'm not really sure how to go about this.

If Clips or a script is required i can provide them.

glass wave
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with a mode that only has 1 number

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set the maxforce to a huge number like math.huge

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and dont touch the velocity

stoic imp
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Will that override other linear velocities

glass wave
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i dont really know

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you can experiment with it

stoic imp
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i've tried it , it doesn't seem to be working

glass wave
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have you attached

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an attachment?

stoic imp
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Nevermind i literally just found out that it's not counting the player as midair when they are

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i'm going to fix that and try again

stoic imp
stoic imp
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Yeah it's working, Thank you so much @glass wave

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🙏

stoic imp
glass wave
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oh

glass wave
stoic imp
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I've always set the max force as a single number

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regardless of if i'm using line/plane or vector

sick siren
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just about the anchoring part, when parts are anchored the server is expected to take network ownership, that's why there is "some sort of inconsistency" in the first place

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anchoring on client creates this weird state where the server expects the client to take network ownership, and the client expects the server to take network ownership. this is generally undefined behavior

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solution? ya linearvelocity, alignposition, vectorforce etc basically any physics constraint that keeps them in place to 'simulate' anchoring without resorting to actual anchoring