I haz script for platform that always stays directly below u
-- i haz localscript!!!! :P -- and i haz filtering enabled!! :P local LocalPlayer = game:GetService("Players").LocalPlayer local LoaderGui = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("LoadingScreen") local Frame = LoaderGui.Frame or LoaderGui:WaitForChild("Frame") local Text = Frame.TextLabel or Frame:WaitForChild("TextLabel") --LoaderGui.Enabled = true game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"):SetTopbarTransparency(0) LocalPlayer.Character.Humanoid.WalkSpeed = 0 LocalPlayer.Character.Humanoid.JumpPower = 0 wait() local character = LocalPlayer.Character local humroot = character.HumanoidRootPart local platform = Instance.new("Part", game.Workspace) -- set up properties of the platform platform.Transparency = 0.7 platform.Material = "Glass" platform.Size = Vector3.new(5, 1, 5) platform.Anchored = true platform.CustomPhysicalProperties = PhysicalProperties.new(5, 2, 0.5, 5, 0.5) platform.Parent = game.Workspace platform.Size = Vector3.new(5, 1, 5); platform.Material = "Glass"; platform.Anchored = true; platform.Transparency = 0.4 platform.Name = "Platform" game:GetService("PhysicsService"):SetPartCollisionGroup(platform, "PlatformGroup") --[[local positionCo = coroutine.create(function() while true do platform.Position = Vector3.new(humroot.Position.X, -0.501, humroot.Position.Z) game:GetService("RunService").RenderStepped:Wait() end end) coroutine.resume(positionCo)]] local function movePlatform() platform.Position = Vector3.new(humroot.Position.X, -0.501, humroot.Position.Z) -- importent end game:GetService("RunService"):BindToRenderStep("Move platform", Enum.RenderPriority.Camera.Value - 1, movePlatform) wait(0.1) Text.Text = "Loading done!" wait(1) game.Workspace.Spawn.CanCollide = false for i=0,1,0.025 do Frame.BackgroundTransparency = i Text.TextTransparency = i if i >= 0.5 then Text.TextStrokeTransparency = i Frame.BackgroundTransparency = i Text.TextTransparency = i game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"):SetTopbarTransparency(i) end wait(0.025) end character.Humanoid.WalkSpeed = game:GetService("StarterPlayer").StarterHumanoid.WalkSpeed -- 500 character.Humanoid.JumpPower = game:GetService("StarterPlayer").StarterHumanoid.JumpPower -- 50 LoaderGui.Enabled = false
and i haz hierarchy
StarterPlayer
StarterCharacterScripts
PlatformScriptroni
and i haz importent part
local function movePlatform() platform.Position = Vector3.new(humroot.Position.X, -0.501, humroot.Position.Z) -- importent end game:GetService("RunService"):BindToRenderStep("Move platform", Enum.RenderPriority.Camera.Value - 1, movePlatform)
wooo!!!!!!!!!!
Anyways...
If a player runs into another player, they trip.
And when they trip, the platform kerfluffles and ends up teleporting above the player because the player ends up in the way of the teleport destination, resulting in the player falling down to their deaths (not really, I have a script to prevent this.)
How do I make sure the platform always goes to Y -0.501 instead of receiving a kerfuffle?
(BTW, I used Studio to notice this)
(Also BTW, all typos & whatever at beginning (up to until "Anyways...") are intentional)