#again i guess
1 messages · Page 1 of 1 (latest)
On the video did not looks like the center
Well the door should be in the center and the players should be able to have around a 3 stud margin from the edge
And if they are outside that margin teleport them back into that margin
Yes because when the server updates the plank to the center
That character might go outside the 3 stud limit and update there own position
Causing them to move towards the plank
You could make it on the client side
Server side might be easier for you
You could make it 100% client sided
But just make it work first then worry about that
No
Is your 3 stud margin from the edge or center of the plank
OK because I don't see the player being able to walk a little away from the plank
When falling looks like your teleporting them right back to the edge
Not to be within 3 studs
See how you can move forward and back a little
Yours needs to do the same
Don't give up your close
I already told you want you need to do its actually very simple
Show me the part of the code where if the player is more then 2 studs away you teleport them back
OK so first you would have 2 attachments inside the part
One on one side and one on the other side
Then you get the distance to that attachment
Then you do
local direction = attachment.WorldPosition - player.Position
local deltaDistance = direction.Magnitude - allowedDistance
If deltaDistance > 0 then
player.CFrame += direction.unit * deltaDistance
end
Now you need to ask yourself why could you not do it
Where did you go wrong
Why did you do it wrong
Why does mine work
What does mine do differently then yours
Look at my code and see why it works
What part of my code is complex maths that you can't understand
Delta = difference
The names of the variables are not important
You can name them pp po po if you like
But what is the code doing?
What does it do that's yours never did
That's one of the mistakes
How was yours set wrong