Hi, this right here is supposed to make a player rotate to the angle it is walking on. For some reason, if I run at least 16 walkspeed, the player tries to climb over its own HumanoidRootPart.

How do I stop this from happening?

local root = HumanoidRootPart:WaitForChild("Root Hip");
local rootC0 = root.C0;
local rootC1 = root.C1;

function update()
	-- not as great on steep slopes b/c it wants to climb its own Humanoid Root Part with the fixed direction of the way
	local direction = Vector3.new(0, -4, 0) --torso.CFrame:vectorToWorldSpace(Vector3.new(0, -4, 0));
	local ray = Ray.new(HumanoidRootPart.CFrame.p, direction);
	local hit, pos, normal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {character});
	if hit then
		local cross = Vector3.new(0, 1, 0):Cross(normal);
		cross = cross.magnitude == 0 and Vector3.new(1) or cross;
		local angle = math.acos(normal:Dot(Vector3.new(0, 1, 0)));
		
		local lateral = HumanoidRootPart.CFrame - HumanoidRootPart.CFrame.p;
		local cf = CFrame.new(pos + normal * 3) * CFrame.fromAxisAngle(cross, angle) * lateral;
		
		root.C0 = HumanoidRootPart.CFrame:inverse() * (cf * rootC1);
	else
		root.C0 = rootC0; 
	end;
end;

game:GetService("RunService").RenderStepped:connect(update);

7 comments

0

cancollide off the humanoidrootpart

0

btw this is lua! u don't have to put ; behind every line!

0

@NsNidPL CanCollide is off for the HumanoidRootPart

0

@NsNidPL Also, I am really sure that's not the problem.

0

Try to make the raycast ignore the humanoid root part

0

How do you make the ray ignore multiple things?

0

ray with ignore list