instawin
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| Joined: 04 Jun 2013 |
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| 06 Apr 2016 04:53 PM |
I'm trying to make a custom character rig. When I run a server, the character rig's parts don't fall apart (I made sure they are connected to each other with motor6ds), but instead, the humanoid's health always goes down to 0. I can make the character rig free if anyone needs to see it in order to help me.
But why is this happening? |
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| 06 Apr 2016 04:53 PM |
| Is there both a Head and a Torso? Are they directly connected with a Motor6D? |
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instawin
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| Joined: 04 Jun 2013 |
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| 06 Apr 2016 05:29 PM |
Sorry, was afk. "Is there both a Head and a Torso? Are they directly connected with a Motor6D?"
Yes. This is what some of the hierarchy looks like:
-Character --Humanoid --Head --Torso (Though it is named Chest if that matters. I already tried renaming it Torso.) ---Neck (Motor6D, Part0 is the torso and Part1 is the head, C0 is adjusted so the head rests on top of the torso.) |
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LuaLlama
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| Joined: 25 Jan 2014 |
| Total Posts: 1123 |
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| 06 Apr 2016 05:31 PM |
| Try using the :MakeJoints() method. |
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instawin
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| Joined: 04 Jun 2013 |
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| 06 Apr 2016 05:37 PM |
@Lua Unfortunately, that wouldn't work. The limbs need to be connected with Motor6Ds. |
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instawin
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| Joined: 04 Jun 2013 |
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| 06 Apr 2016 05:39 PM |
Misinterpreted your suggestion Lua, sorry about that (thought you meant remove the motor6ds and just use that method)
Tried it, but didn't work rip |
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instawin
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instawin
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Lasoor
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| Joined: 17 Jan 2016 |
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| 06 Apr 2016 08:20 PM |
I was having this issue too. My solution was remaking humanoid system with a module script.
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regentia
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| Joined: 07 Feb 2011 |
| Total Posts: 66 |
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| 06 Apr 2016 08:22 PM |
| is there a HumanoidRootPart in your rig with a motor6d inside it, named RootJoint with Part0 as the HumanoidRootPart and Part1 as the Torso |
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instawin
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| Joined: 04 Jun 2013 |
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| 06 Apr 2016 08:26 PM |
@reg Yes. The RootJoint was named RootHip, but I renamed it to RootJoint just now.. still the same problem unfortunately
And also, the custom character's head gets replaced with your default ROBLOX avatar's head for some reason. Here's a decal of it (it's still probably under review)
https://www.roblox.com/what-the-heck-item?id=394798261 |
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instawin
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| 07 Apr 2016 12:42 PM |
| Try adding the Humanoid after you've made the joints. |
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instawin
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instawin
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| Joined: 04 Jun 2013 |
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| 07 Apr 2016 12:56 PM |
I have no clue why, but that isn't working. I'm waiting 3 seconds until I insert the humanoid into their new character so I assume the problem has to be with my joints somewhere. I'll probably end up remaking the rig sometime later.
Also, it might be useful to note that I'm naming the custom character rig "StarterCharacter" and then placing it inside of StarterPlayer (heard about that new feature).. perhaps this is a bug or is this on my end? |
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| 07 Apr 2016 01:09 PM |
Hm, I don't think that's how that works.
What I've always done is this:
- Put the model in ReplicatedStorage - On PlayerAdded, call my own SpawnCharacter method - In SpawnCharacter: + - Clone the model, put it in Workspace, rename it + - Make sure joints are all made + - Add Humanoid + - player.Character = model + - humanoid.Died:connect(function() wait(3) SpawnCharacter() end) |
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