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I clone the map into the workspace wait 5 seconds then tp the players and sometimes they fall through the map what heck explain someone pls
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Check Part.CanCollide. It has to be true. |
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that's the thing it is ok
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
Add a positive offset in the Y axis to the TP location. 1-2 studs should work. |
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
##### than enough even... |
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
It filters more now? *facepalm* |
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already have it so it tps like (+ Vector3.new(0, 6, 0)) so ya
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
O.o show code? |
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
And how thick is the floor? |
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I don't see why but ok
Torso.CFrame = CFrame.new(Spawn.Position + Vector3.new(0, 6, 0))
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
And you set the Y offset to 6 studs because they was falling through or has it always been this high. I'm guessing the former, but I had to ask. |
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it was always 6 to make sure the player didn't spawn inside brick
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
Is "PGSPhysicsSolverEnabled" enabled? I've read ancient text :P about things like this happening before the pgs solver was added. I mean it seems crazy, but have you tried to set the Y offset to something more reasonable like 1 or 2? |
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1 or 2 makes them stuck in the ground especially with r15 rig
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nullfeelsJoin Date: 2017-03-31 Post Count: 1215 |
3? Lol! Yeah, IDK... |
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wnftJoin Date: 2013-03-29 Post Count: 2110 |
;(
Send trades! |
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