If you're tired of players just bumping into each other, implementing a roblox carry player script system can totally change the vibe of your game. It's one of those features that sounds simple on paper but adds a massive amount of depth to the gameplay. Whether you're building a high-stakes paramedic simulator, a goofy wrestling game, or a survival horror title where you have to drag your downed teammates to safety, a solid carry system is the backbone of that interaction.
The beauty of Roblox is that there isn't just one way to do it. You could go for a simple "piggyback" style or something more complex with custom physics. But, if you've ever tried to script this yourself and ended up with players flying off into the sky or spinning like a helicopter, you know that the physics engine can be a bit of a temperamental beast.
Why Bother With a Carry System Anyway?
Think about the most popular roleplay games on the platform right now. They thrive on player-to-player interaction. A roblox carry player script system isn't just a gimmick; it's a tool for emergent gameplay. When one player can pick up another, it creates scenarios that you, as the developer, didn't necessarily have to hard-code.
It also solves the "escort mission" problem. We all know how annoying it is to wait for an NPC or another player to follow you correctly. If you can just hoist them over your shoulder and run, the pacing stays exactly where you want it. Plus, let's be honest, it's just fun to mess around with your friends by carrying them to the edge of a map.
The Core Logic: How It Actually Works
At its heart, a carry system is basically a dance between two different character models. You have the "Carrier" and the "Carried." To make this work without the game breaking, you need to handle three main things: positioning, animations, and state management.
Dealing with the Physics
The most common way to handle the "sticking together" part is by using a WeldConstraint or a ManualWeld. You're essentially telling the engine that Player B's position is now relative to Player A's hand or shoulder.
However, you can't just weld them and call it a day. If you don't disable the "Carried" player's physics or set their character to a non-colliding state, the two hitboxes will constantly push against each other. This is usually what causes that dreaded "jittering" or makes players launch into the stratosphere. You've got to make sure the person being carried doesn't have their own legs trying to walk while they're over someone's shoulder.
The Importance of RemoteEvents
Since Roblox is a multiplayer platform, you can't just do all this on the client. If you only script the carry on your own screen, everyone else will just see you walking weirdly while your friend stands still.
You need to use RemoteEvents to tell the server: "Hey, I'm picking this person up." The server then verifies if that's actually possible (checking distance, making sure the target isn't already being carried) and then broadcasts that change to everyone else. It's the only way to keep things synced up and prevent exploiters from just teleporting people around the map.
Setting Up the ProximityPrompt
The most "modern" way to trigger a carry is through a ProximityPrompt. Back in the day, we used to have to script complex mouse-click detection or keyboard listeners, but ProximityPrompts make it so much cleaner.
You attach the prompt to the player's Torso or HumanoidRootPart. When another player gets close, they see a "Press E to Carry" message. It's intuitive, it works on mobile, and it saves you a lot of UI headaches.
Animations: Making it Look Natural
A roblox carry player script system feels incredibly clunky if the characters are just stuck in their default "T-pose" or idle stance. To make it feel premium, you need two separate animations: 1. The Carrier Animation: This usually involves the player holding their arms out or over their shoulder. You might even want to change their walk speed so they look like they're actually carrying weight. 2. The Carried Animation: This person should look limp or like they're hanging off a shoulder.
When the carry starts, you load these animations onto the respective Humanoids. A little tip: make sure the animation priority is set to "Action" so it overrides the default walking and idle animations. Nothing ruins the immersion like seeing a "carried" player's legs still doing the running man in mid-air.
Handling the "Edge Cases" (The Stuff That Usually Breaks)
This is where most scripts fail. You've got the carry working, but then someone resets their character. Or someone leaves the game. Or the carrier falls into a lava pit. If you don't account for these, your script will throw errors and leave "ghost" welds hanging around.
Player Death or Reset
You need a "cleanup" function. Your script should be listening for the Humanoid.Died event on both players. If the carrier dies, the carried player should be dropped immediately. If the carried player dies, the carrier should be released from the animation. It sounds like a lot of extra work, but it's the difference between a "tech demo" and a finished game.
Network Ownership
This is a bit more technical, but it's vital for a smooth experience. When you weld Player B to Player A, you should ideally set the Network Ownership of Player B's parts to the carrier. This prevents that weird lag where the carried player seems to trail behind or "rubber-band" while you move. It makes the movement feel snappy and responsive.
Balancing the Gameplay
If you're putting a roblox carry player script system into a competitive game, you have to think about balance. Being carried is essentially a "stun" state. If one player can just grab another and they have no way to get out, it can be pretty frustrating.
You might want to add a "struggle" mechanic. Maybe the carried player can mash a key to fill a bar and break free. Or, perhaps the carrier can't jump or sprint while holding someone. These little tweaks move the system from being a simple script to being a core part of your game's "loop."
Final Thoughts on Implementation
Building a roblox carry player script system is a bit of a rite of passage for Roblox scripters. It forces you to learn about Welds, RemoteEvents, Animations, and Physics all at once. My advice? Start small. Get the weld working first. Don't worry about the animations or the fancy UI until you can reliably move one player with another without the physics engine exploding.
Once you have that foundation, you can start layering on the polish. Add some sound effects when someone gets picked up. Maybe add a "throw" mechanic if you're feeling spicy. The sky's the limit, but just remember to keep that server-side logic tight so your game stays fair and fun for everyone.
It takes some trial and error, and you'll definitely see some weird glitches along the way—like players getting stuck in the floor or flying across the map—but that's all part of the process. Keep tweaking those offsets and checking those events, and you'll have a system that feels as professional as anything in the top-tier games.