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| 10 Nov 2015 12:04 AM |
| This is already causing issues in my game. When the rotation of the humanoid root part is changed, it remains in that rotation until the player jumps. You could set it's rotation to 90, 0, 0, and your character will float in mid air. Wtf happened to the humanoid's "GettingUp" state? |
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cAoSbOx10
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| Joined: 21 Nov 2012 |
| Total Posts: 905 |
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| 10 Nov 2015 08:01 AM |
@Amundsen123 If you don't know how to solve his problem, why did you even reply? Only reply when you know the solution, unless you're going to support his post. |
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Probation
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| Joined: 12 Aug 2011 |
| Total Posts: 5392 |
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durpflip
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| Joined: 09 Sep 2008 |
| Total Posts: 8230 |
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| 10 Nov 2015 11:12 AM |
why does rotation of the humanoid root part affect your game? i thought that part was basically intangible
mv /home/siggy /dev/null |
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| 10 Nov 2015 12:25 PM |
Because if someone joins, and their character spazzes out for no reaosn, their rotation will be stuck like that. Normally, when the rotation of the humanoid root part is changed to 90, 0, 0, the character falls on their back. Now, the character just floats in mid air until you jump.
This is what I'm talking about:
https://www.youtube.com/watch?v=QPMG65Os9rg |
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durpflip
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| Joined: 09 Sep 2008 |
| Total Posts: 8230 |
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| 10 Nov 2015 05:23 PM |
looks like it just is anchored to me,but i'm not that good in studio anyhow so i can't really guarantee you anything. try welding that part to your character/torso?
mv /home/siggy /dev/null |
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| 10 Nov 2015 06:59 PM |
| If the HumanoidRootPart was anchored, I wouldn't be able to move. |
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