so it is a part of the obby: a part that when you step on it, i can’t explain what happens but like a trampoline, it is because there is a huge wall that is even bigger than the player’s character of course a wall is bigger than a character…
my script anyways:
script.Parent.Touched:Connect(function(hit)
local V = Instance.new("BodyVelocity")
V.Velocity = Vector3.new(0,50,0)
V.MaxForce = Vector3.new(0,50,0) -- when i remove this, My character actually flies, but when i keep this it is not flying at all?
V.Parent = hit.Parent:FindFirstChild("HumanoidRootPart")
end)
Set MaxForce to Vector3.new(math.huge,math.huge,math.huge) always. It is only what you write on velocity that deals with physics, MaxForce is just a limiter so always set them to math.huge
MaxForce is not about that, It’s just so you can lift it without any restrictions. But if you want the player to stop around a certain height you should try :AddItem and calculate how long you want the MaxForce to take the player up in the air before cutting it.
What if you use the Making a Conveyor tutorial and change the AssemblyLinearVelocity in the Y axis to math.huge?
You probably don’t need a script or any BodyMovers at all.
i tried making the part near the wall a little bit. resizeing the wall higher the velocity.
and also make sure no one can escape by jumping high without adding a roof. or should i ?. at first i tried calculating the time but then i entered some radnom radnoms until i got the result i want.
@HenryThe_Legendary and @cihilli, why are you trying to use bodymovers and timers anyway?
As I stated above you can just change the Anchored Part’s AssemblyLinearVelocity in the Part’s positive vertical direction to a value and the player will be bounced up in the air.
Try 50 to start and if the player gets pushed into the Part then try -50. It all depends on the way you have your Part’s Orientation in the Workspace.
Please mark which post is the solution so other people searching when they have this kind of problem get the solution from your topic.
Also so other people trying to help don’t keep trying to solve it too.