Humanoid refuses to trigger Jumping state when holding jump infront of truss while shift-lock is enabled. Jumping state is triggered successfully repeatedly while not using shift-lock.
This method is crucial for players of Flood Escape 2 which relies on hardcore platforming strats towards the more difficult maps; the game has a custom jump velocity set to trigger in the event of a humanoid jump. Use this snippet in a localscript in the character for demonstration.
local humRtPt = script.Parent:WaitForChild("HumanoidRootPart")
script.Parent.Humanoid.Jumping:connect(function(isJumping)
if isJumping then
humRtPt.Velocity = Vector3.new(humRtPt.Velocity.X, script.Parent.Humanoid.JumpPower * 1.1, humRtPt.Velocity.Z)
end
end)
Bug happens on standard studio and client, on any vertical truss
PlayerModule is up to date.
Bug started happening within the last 24 hours, started getting many reports of it since last night in the UK
Uncertain why this behaviour has changed, possibly indirect? Flood Escape 2 relies on solid platforming mechanics and without this working many maps and top tier strats can’t work.
I made an update to Humanoid truss climbing yesterday to slightly reduce the distance that Humanoids hover away from trusses when climbing them. This could be related to the issue that you are seeing but I can’t reproduce it. I have tried using the script you provided but I am able to jump and climb the truss fine while in shift lock mode.
Can you provide any more information about this issue or a place file where this can be reproduced? I can turn off this change as soon as I confirm that it’s the cause of the issue.
The issue occurs mainly when traversing the truss purely by jumping while pushing toward the truss to repeat the jump and not climbing (Holding the space bar along a really tall truss gives best demonstration). Occasionally the humanoid doesn’t see the truss and causes a downfall stopping any momentum and taking much longer than how it behaved before. During more of my testing it tends to occur more often on some sides than others, I’m not sure if that is reflected in your testing but many players have become aware of this change and told me about it on twitter here: https://twitter.com/search?q=crazyblox_dev%20ladder&src=typd
Seems like the bug has been fixed! Managed to get through a few difficult levels that counted on this technique a lot, I didn’t notice anything unusual, so I think it’s working! Thanks for doing this