I've been working on a few mini-cutscenes that are activated at varying times throughout the game that are all based on the MoveTo player method. However, as of now, the player is still able to move during the cutscenes, making the movement in the cutscenes disable (since player movement is more important to the engine).
Most of the methods that are usually used will not work here (such as PlatformStand, anchoring the torso, WalkSpeed = 0, et cetera). The only idea I have thus far is implementing a transparent GUI only active during the cutscenes that one, eliminates clicking (I'll probably do this anyways since it's easy), but also adds in parameters for W, A, S, D, and the arrow keys that will state return or something to make them useless. However, my concern is that they will still be used for movement before the script activates.
If anybody can verify the last statement in the previous paragraph, or knows of a different way to temporarily eliminate user inputted movement, please let me know!
Thank you for reading, and as always, I look forward to finding a solution to this problem.

2 comments
I don't get it, what did you do with wasd and arrow keys?
I've not yet done anything, but I was curious as to whether or not making it to where when "W", for instance, is pressed, it will then lead to an end or return or something else of the sort. I'm not sure if that will override the default W purpose or not.