Anti-Jump: This used to work

I have been using the following simple script to prevent jumping in my current project, since there’s not a property of the Humanoid you can use to disable jumping.

Humanoid.Changed:connect(function() Humanoid.Jump = false end)

However, in the latest update, for whatever reason, this no longer works online (however, it continues to successfully prevent jumping in Play Solo).

Can we get this functionality back or just have a Humanoid property “CanJump”?

While we’re improving the Humanoid, is it possible to add :StopAllAnimations()
When creating a fully custom Animation script, if you remove the default Animation script immediately, it still runs enough to start the idle animation which will play forever, so my character is constantly bobbing up and down. I can remove the Humanoid and put in a new one but then things get kinda hacky (like it doesn’t respawn when the new Humanoid dies, so I have to swap Humanoids back and kill the original one when the new one dies).

Have you tried using UnbindButton? I’ve never used it myself, but it seems like it does what you want.

Have you tried hooking it up to Humanoid.Jumping:connect? Perhaps that may work.

I have this in my game and it works.

local function OnHumanoidChanged(property)
if property == ‘Jump’ then
Humanoid.Jump = false – Denied!
end
end)

Humanoid.Changed:connect(OnHumanoidChanged)

(In a local script)

1 Like

it has to be a local script.

I tried that a week ago, didn’t work

Tried this code:

player = game.Players.LocalPlayer repeat character = player.Character wait() until character Humanoid = character:FindFirstChild("Humanoid") Humanoid.Changed:connect(function() Humanoid.Jump = false end)

Works fine

This does not fully relate, but does this work with FilterEnabled?

Yes. Code I use:

function NJ(prop)
 if cha ~= nil then
  cha.Humanoid.Jump = false
  send:FireServer("Jump",cha.Humanoid,false) 
  -- idk if above line is necessary, but I dont have it commented out 
 end
end

antij = cha.Humanoid.Changed:connect(NJ)

Yes. Code I use:

[code]
function NJ(prop)
if cha ~= nil then
cha.Humanoid.Jump = false
send:FireServer(“Jump”,cha.Humanoid,false)
– idk if above line is necessary, but I dont have it commented out
end
end

antij = cha.Humanoid.Changed:connect(NJ)
[/code][/quote]
Works on my FilteringEnabled game.

Yes. Code I use:

[code]
function NJ(prop)
if cha ~= nil then
cha.Humanoid.Jump = false
send:FireServer(“Jump”,cha.Humanoid,false)
– idk if above line is necessary, but I dont have it commented out
end
end

antij = cha.Humanoid.Changed:connect(NJ)
[/code][/quote]
Works on my FilteringEnabled game.[/quote]

You don’t need to use remotes to stop jumping. :confused:

Yes. Code I use:

-Snip-[/quote]
Works on my FilteringEnabled game.[/quote]

You don’t need to use remotes to stop jumping. :/[/quote]
I know. :swag:

[code]wait(.2)
local cha = game.Players.LocalPlayer.Character

function NJ(prop)
if cha ~= nil then
cha.Humanoid.Jump = false
end
end

antij = cha.Humanoid.Changed:connect(NJ)[/code]

How about a property that adjusts the height of the jump. It’s pretty crazy that by default, every jump is as high as your character height. I’d be blown away if everyone IRL could jump as high as their height, it’s unrealistic. This takes away from the realism that some games try to achieve, like multiplayer shooters. This would also allow for disabled jumping that some games may also want, by setting the jump height to 0. And if it’s set to 0, the jumping animation doesn’t play at all.

TY if you agree!

[quote]
TY if you agree! [/quote]

TY if you love Roblox
Ignore if you are a dirty free model user

In all seriousness, you don’t need to say that. People will thank-you your post if they agree, without you urging them on.

A script as simple as this should work without any problems if used in a LocalScript. At least, I checked a few gear I’ve made recently, and they all seem to be working perfectly fine.

Humanoid = script.Parent
Humanoid.Changed:connect(function(Property)
if Property == "Jump" then
Humanoid.Jump = false
end
end)

I take offense to that! I want people to use my high-quality free models

I’m not kidding: what people come up with themselves isn’t as good as the free models I’m talking about