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| 25 Jan 2017 02:53 PM |
| So I have created my own custom spawn system. When the Player joins the game they view an intro, CharacterAutoLoads is set to false so after the intro I load the character. I set the primary part of the character to the characters uppertorso, and I use that to teleport the char to the spawn with CFrames. I have used the humanoid root part before as well still experience the same problem. // The problem // For some reason around 40% of the time the character is just dead on the spawn, with all of its joints broken. I have no lead to why this is happening, have found no errors in test mode or in output. I will #### #### bellow. |
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| 25 Jan 2017 02:55 PM |
_G.SpawnPad = 1
loadCharacter = function(Player) -- Load the character into the game Player:LoadCharacter() -- Set character spawn location in lobby game.Workspace:WaitForChild(Player.Name) local Character = Player.Character local UpperTorso = Character:WaitForChild("UpperTorso") local SpawnPadCFrame = game.Workspace["SpawnPad" .. _G.SpawnPad].LightRing.CFrame if _G.SpawnPad == 24 then _G.SpawnPad = 1 else _G.SpawnPad = _G.SpawnPad + 1 end Character.PrimaryPart = Player.Character:WaitForChild("UpperTorso") if _G.SpawnPad > 16 then Character:SetPrimaryPartCFrame(CFrame.new(SpawnPadCFrame.X, SpawnPadCFrame.Y + 3, SpawnPadCFrame.Z) * CFrame.Angles(0, math.rad(-270), 0)) else Character:SetPrimaryPartCFrame(CFrame.new(SpawnPadCFrame.X, SpawnPadCFrame.Y + 3, SpawnPadCFrame.Z) * CFrame.Angles(0, math.rad(-90), 0)) end -- Make the joints used for symptom particles createCharJoints(Character) -- Slow down the characters speed Character.Humanoid.WalkSpeed = 13 end |
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| 25 Jan 2017 03:10 PM |
Help would be greatly appreciated ;) |
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| 25 Jan 2017 03:13 PM |
I should also mention that I tested the createCharJoints() by removing it and the problem still occurs so I don't think it is that, "why I did not include the function in thread". |
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| 25 Jan 2017 06:17 PM |
Why not simply use,
Character:MoveTo(spawn position) |
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| 25 Jan 2017 07:33 PM |
CFrames are better in the sense that they aren't obstructed by the Roblox physics engine.
Do you think that could be killing the character though? |
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| 25 Jan 2017 07:35 PM |
If you read my entire post I did try that and the problem still occurs... |
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| 25 Jan 2017 07:37 PM |
| pretty positive that is what is killing the character. |
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| 25 Jan 2017 07:37 PM |
i did read lol, set the humanoidrootparts cframe, dont use primary part
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| 25 Jan 2017 07:41 PM |
From my original posting.
"I have used the humanoid root part before as well still experience the same problem" |
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| 25 Jan 2017 07:45 PM |
If I use MoveTo() how should I rotate the character to my desired radian? |
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| 25 Jan 2017 07:52 PM |
Find it odd that CFrames work just fine with moving characters around elsewhere i use it, but for this case it kills the character? |
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| 25 Jan 2017 08:14 PM |
| How do I rotate the character without CFrames though :) |
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| 26 Jan 2017 12:06 PM |
The bug is still occurring xd |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 Jan 2017 12:19 PM |
Firt of all, stop using _G. i swear to god.
Secondly, Keep CharacterAutoLoads true or else you won't be seeing any guis.
--server script
game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(char) if player.Team == game.Teams.Spectators then wait() char:Destroy() end end) end)
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| 26 Jan 2017 12:41 PM |
I don't want char auto loads to be true though. The system that I created relies on it being false. And I specifically created a system that clones guis from replicated storage and so on for intros.
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| 26 Jan 2017 12:51 PM |
| Am I not waiting long enough for something? I don't see anything wrong with my code... #### away _G. and I'm using humanoid Rootparts for teleportation now. |
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