JumpRequest is firing while chatting

So basically idk if this is a roblox bug or what but JumpRequest is firing when i press space while chatting…

Video:

Local Script:

local plr = game.Players.LocalPlayer
local Character = plr.Character or plr.CharacterAdded:Wait()
local UIS = game:GetService("UserInputService")
local Detained = plr:WaitForChild("ArrestSystem"):WaitForChild("Detained")

UIS.JumpRequest:Connect(function()
	if Detained.Value == false then
		if Character.Humanoid.FloorMaterial == Enum.Material.Air then return end
		Character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
	else
		Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
	end
end)

i would appreciate if somebody could tell me if i’m doing smth wrong or if this is a roblox bug!

image

In most use cases with UserInputService, you have the gameProccessedEvent variable. That variable basically tells you if something else is binded to that key, where it would be true, and if nothing is currently being activated by the key, it is false.

Apparently, JumpRequest doesn’t have such a key. It doesn’t seem to me like a commonly used event. You would probably have to find an alternative such as Humanoid.Jumping, UserInputService or ContextActionService, though your use case seems quite specific.
ContextActionService:GetAllBoundActionInfo() could maybe be useful? Idk if it can tell you if the player is chatting or not

Nvm i fixed it.

local plr = game.Players.LocalPlayer
local Character = plr.Character or plr.CharacterAdded:Wait()
local UIS = game:GetService("UserInputService")
local Detained = plr:WaitForChild("ArrestSystem"):WaitForChild("Detained")
local Chatting = false

UIS.JumpRequest:Connect(function()
	if Detained.Value == false then
		if Character.Humanoid.FloorMaterial == Enum.Material.Air then return end
		if Chatting == true then return end

		Character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
	else
		Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
	end
end)

UIS.InputBegan:Connect(function(input,gameProcessedEvent)
	Chatting = gameProcessedEvent
end)

Nice

I found this other solution that might be cleaner

It doesn’t fire when chatting, and you can adjust the priority level for other things maybe

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