I'm currently making a drink that freezes the player by anchoring them, no errors pops up but the player is not anchored, does anyone know how to fix this?
local camera = game.Workspace.CurrentCamera
local man = script.Parent.Parent
script.Parent.Equipped:Connect(function(Mouse)
Mouse.Button1Down:Connect(function()
animation=game.Players.LocalPlayer.Character.Humanoid:LoadAnimation(script.Parent.Animation) --play animation
wait(3)
camera.CameraType = Enum.CameraType.Scriptable --makes camera not move
camera:GetPropertyChangedSignal("CameraType"):Wait() --double check if camera can move i think
camera.CameraType = Enum.camera.CameraType.Scriptable -- makes camera not move
for child in pairs(man:GetChildren()) do --get children of script.Parent.Parent
if child:IsA('Part', 'MeshPart') then -- if child is a meshpart or a part
child.Anchored = true -- anchors it
end
end
end)

2 comments
Ok, why can't you reference "man" as game.Players.LocalPlayer.Character? Is it not quite literally the same exact thing, only more logical?
get property signal change will happen after the camera changes successfully I believe, thus makes it so you are infinite yielding there. you should be able to remove that and get it working