Allowing for Air control while maintaining accurate HumanoidStateType.Flying physicis

Hello, right now i currently attempting make a rocket jumping system inside of Roblox, making it as similar as possible to tf2. However, I am having an issue with humanoid states If i use Humanoid:ChangeState(Enum.HumanoidStateType.Flying) when hit by a rocket, the player loses the ability to air strafe (which i have borrowed from Bunny Hopping Movement ) However, not changing the Humanoid state will make it so the player rapidly deaccelerates whilst in midair. I am wondering if there is a solution to allow the player to control their Character in midair while also allowing realistic physics.

I have linked two videos for comparison between the two games.

Please note in this video I do not have the humanoid change state to flying when launched.

I’m currently also working on something similar. Have you found a solution that allows air strafing similar to TF2?

I’ll see what I can do as well.

This Post is the only thing i’ve found to allow air strafing, and it does it very well, however, I cannot find any method to override Roblox’s default air resistance, and have tried countless methods including CharacterControllers, and just via LocalScript. These have worked, but come with issues like wall sticking and other inconsistencies.

1 Like