Bhop script not working at all

  1. What do you want to achieve?
    I want to do a Simple R6 only jump engine

note: you will need 50 of gravity and put the game on r6. AND ALSO, 40 OF SPEEDWALK. im very tired, im sorry for bad language.

  1. What is the issue? Hm, 2 things.

1.- When I jump to a wall, the player stays on the wall, and does not move unless the camera guides him.

2.- if i shoot, with a diferent raycast gun (ADDS PARTS TO PLAYER), the script changes a lot.



local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
local v2 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait();
local l__HumanoidRootPart__3 = v2:WaitForChild("HumanoidRootPart");
local v4 = Instance.new("BodyVelocity");
v4.Parent = l__HumanoidRootPart__3;
v4.Name = "bhop"
local u1 = nil;
local l__Humanoid__2 = v2:WaitForChild("Humanoid");
local u3 = false;

local function u4()
	u1 = l__Humanoid__2:GetState();
	if u1 ~= Enum.HumanoidStateType.Freefall then
		v4.MaxForce = Vector3.new(0, 0, 0);
		v4.Velocity = l__HumanoidRootPart__3.Velocity;
		u3 = false;
		return;
	end;
	v4.MaxForce = Vector3.new(50000, 50, 50000);
	if not u3 then
		v4.Velocity = v4.Velocity * 1.25;
		u3 = true;
	end;
	v4.Velocity = v4.Velocity + l__Humanoid__2.MoveDirection * 0.5;
end;


game:GetService("RunService").RenderStepped:Connect(function()
	u4();

	local speed = l__HumanoidRootPart__3.Velocity.Magnitude;
	


	--script.Parent.Frame.Speed.Text = "Speed: ".. tostring(speed)
	--script.Parent.Frame.Velocity.Text = "Velocity: ".. tostring(v4.Velocity)
	--script.Parent.Frame.Direction.Text = "Direction: ".. tostring(l__Humanoid__2.MoveDirection)

	l__Humanoid__2.JumpPower = 15;
--(THE RUN SPEED ITS IN 40)
end);

l__Humanoid__2.UseJumpPower = true;

game:GetService("UserInputService").JumpRequest:Connect(function()
	l__Humanoid__2.JumpPower = value.JumpPower.Value;
end);



l__Humanoid__2.Died:Connect(function()
	v4:Destroy();
end);

I’m not sure I completely understand you, but atleast for the player staying on the wall, when the player moves at extremely fast speeds towards a wall, im pretty sure the forward force is sometimes able to stick them on the wall rather then letting them slide down. This might help you with that: How to prevent player getting stuck/glitching when pushing towards a wall? - #14 by N3rmis

Its a script error, but i dont know what to do

1 Like

why are you using decompiled scripts?

1 Like

Its a decompiled script? i didnt know that :skull:

if you want to know the difference with a decompiled scripts is that, it always has the l__variable__number thingy, i think?