https://gyazo.com/928ef93d91a46743e4bab023ad2d387b
what happens ^
my script:
local char = script.Parent.Parent local hum = char:FindFirstChild("Humanoid") local torso = char:FindFirstChild("Torso") local pet = script.Parent local maxFloat = 1 local floatInc = 0.025 local sw = false local fl = 0 while true do wait() if not sw then fl = fl + floatInc if fl >= maxFloat then sw = true end else fl = fl - floatInc if fl <=-maxFloat then sw = false end end if pet ~= nil and hum ~= nil and torso ~= nil then if hum.Health >= 0 then local cf = torso.CFrame * CFrame.new(3,2+fl,3) pet.BodyPosition.Position = Vector3.new(cf.x,cf.y,cf.z) pet.BodyGyro.CFrame = torso.CFrame * CFrame.new(1,0,-3) else break end end end local weld = Instance.new("Weld", script.Parent) weld.Part0=script.Parent weld.Part1=torso weld.C0 = script.Parent.CFrame:Inverse() weld.C1 = torso.CFrame:Inverse()
https://gyazo.com/179a0b70be594b97d8c0dd51e1393eb4
^ the hierarchy of my Pet part
i believe it has something to do with coming close to another Torso or humanoid, how can i make it souly attached to a player and not conflict with other players?
Got it to work, so what i had it originally do was in a PlayerAdded function, clone the pet into the player character and let the local script inside the pet do the work for how it follows the player, but what i changed was, inside the Player Added script, i added what was originally in the local pet script into the function and it worked perfect. so it must have been a conflict with two players having a local script. So now its all the server running the pets.