I’m currently working on a roblox game all about jumping.
But ‘JumpHeight’ has a limit of around 6500, is there a way to bypass this?
Scripts can be provided.
I’m currently working on a roblox game all about jumping.
But ‘JumpHeight’ has a limit of around 6500, is there a way to bypass this?
Scripts can be provided.
see:
char.PrimaryPart:ApplyImpulse(Vector3.new(0,Y,0))
maybe do something like this
yo wasup xordium
i made a custom jumping system
the amount you jump increases exponentially as the custom jump power goes up (lol idk why)
but you can play around with the code to make it more controllable, perhaps record different heights for different jump power values then plot them to find a mathematical relationship and then linearize it. But heres the code:
Put this in stater character scripts, and you see where it says “local additional_jump = …”, just replace that with how you want set the jump power, i use a gui to change jump power so i retreived the values from there
local UIS = game:GetService('UserInputService')
local Player = game.Players.LocalPlayer
local Character = Player.Character
UIS.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.Space then
local additional_jump = Player.PlayerGui.ScreenGui.Frame.customjump.Value^0.63 *100 -- replace this with your way of setting jump power
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = Character:GetDescendants()
local ray = workspace:Raycast(Character.HumanoidRootPart.Position, Vector3.new(0, -10, 0), raycastParams)
print(additional_jump)
if ray then
Character.PrimaryPart:ApplyImpulse(Vector3.new(0, additional_jump, 0))
end
end
end
end)
best regard,
batler
ah i see, what i do is through server script server as its a simulator based game;
jumped.OnServerEvent:Connect(function(player, power)
local character = player.Character
if character then
local equippedTool = character:FindFirstChildOfClass("Tool")
if equippedTool then
local jetpackPower = equippedTool:FindFirstChild("basePower")
local leaderstats = player.leaderstats
local power = leaderstats.Power
local rebirth = leaderstats.Rebirths
if jetpackPower and jetpackPower:IsA("NumberValue") then
if rebirth.Value > 0 then
print(player.Name..rebirth.Value)
character.Humanoid.JumpHeight = jetpackPower.Value * rebirth.Value + power.Value / 25.5
else
character.Humanoid.JumpHeight = jetpackPower.Value + power.Value / 25.5
end
else
print(player.Name .. " has " .. equippedTool.Name .. " equipped, but its base power is not defined.")
end
end
end
end)
i divide by 25.5 as i need the game to be more balanced ect, would what your script has accomplished be able to run on the server?
i tried to implement it, nothing happened, just normal jump height
i still cannot find a way to make this work
Alrighty, give me a minute and I’ll create a code example to help explain better.
Sorry for the wait, I got hung up trying to make this as simple to use as possible .
An easy way to replace characters jump is to hook up into Humanoid.Jumping event and give the character a new velocity. Here is a basic example:
-- Localscript inside StarterCharacterScripts
local Character: Model = script.Parent
local Root = Character.PrimaryPart
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
Humanoid.Jumping:Connect(function(active)
if active == false then
return
end
-- Calculate with whatever buffs you have
local JumpPower = 1000
Root.AssemblyLinearVelocity = Vector3.new(0,JumpPower,0)
end)
As a bonus, if your buffs calculate a specific jump height instead of jump velocity, we can transform the calculations slightly to this:
-- Localscript inside StarterCharacterScripts
local Character: Model = script.Parent
local Root = Character.PrimaryPart
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
Humanoid.Jumping:Connect(function(active)
if active == false then
return
end
-- Calculate with whatever buffs you have
local JumpHeight = 1000
local JumpVelocity = math.sqrt(2 * workspace.Gravity * JumpHeight)
Root.AssemblyLinearVelocity = Vector3.new(0,JumpVelocity,0)
end)
Hopefully this solves your problem! If you have more questions, let me know!
wow, thank you alot. I really appreciate this, would each player be able to see eachothers height ect?
Yes, any movements done on your character are replicated so you should be able to see other people jumping very high! Just make sure Streaming is not enabled since too high jumps might make players move so far away that they get streamed out and removed from replication (until they come back close enough to reappear)
oh aha, thank you for the help now i have to recode my whole jumping system
Haha, sorry to hear that . Best of luck on your game and if you get any more questions feel free to ask!
thank you so much! everything you have done is greatly appreciated
even with my old balancing which was dividing by 25.5 100 power still takes me so high
Are you using the JumpHeight variant or JumpPower variant?
“-89999999999999999999999” - Sounds a bit absurd
me messing around with values aha
Ah got it got it If you run into issues let me know!