So, I have a jetpack which fully works and with a holding animation which also works, however the character moves around when I don’t want it to.
Here I have outlined in red where I want the character’s toroso to stay, how would I do that?
So, I have a jetpack which fully works and with a holding animation which also works, however the character moves around when I don’t want it to.
Here I have outlined in red where I want the character’s toroso to stay, how would I do that?
I am pretty sure you could weld it to the players back, although I’m not really sure.
There are two options as of now, Your character enters into the free falling humanoid state when the jetpack is activated, so you could write a script to deactivate the humanoid state as such:
local humanoid = character:WaitForChild("Humanoid")
humanoid:SetStateEnabled(Enum.HumanoidStateType.FreeFalling, false)
For more reference, try researching via this link: Humanoid.FreeFalling (roblox.com)
The second options is welding the jetpack to the player’s UpperTorso using the weldconstraints, but that’ll still be very unrealistic without the aforementioned modification of the humanoid state.
You could also try using the platform stand option under the Humanoid of the character which is relatively wayyyy simpler compared to both these methods, but remember you won’t be able to play any animations on the player when the platform stand option is turned on.
Thanks for the help!
I still have an issue however, the :SetStateEnabled() isn’t giving me the desired effect, but it does keep the characters position in the place I want it to. I think i’m going to have to cope with welding the jetpack model to the upper torso.
Yeah, that is an option, but it curves with the characters posture - which is what I was trying to avoid happening but that is what i’m going to have to do for the time being.
really glad my advice helped you some lol i am terrible with animating but i immediately knew welding should do the job temporarily
I feel like your animation priority is set wrong. Try adding this line:
Animation.Priority = Enum.AnimationPriority.Action
(Obviously replace Animation with the variable in which you loaded it.)
I hope this helps.