I need somebody to make a custom swimming system for me because I’ve genuinely tried as hard as I could and nothing worked. I kind of got some of it but it’s just too difficult for me.
Water Script:
local waterPart = workspace.Water
local RegionCheckInterval = 0.5
local waterSurfaceHeight = waterPart.Position.Y + waterPart.Size.Y/2
-- Function to repeatedly check characters within the water region
local function checkSwimmingCharacters()
local partsInWater = workspace:GetPartsInPart(waterPart)
for _, part in pairs(partsInWater) do
local humanoid = part.Parent:FindFirstChild("Humanoid")
if humanoid then
local rootPart = humanoid.RootPart
-- Ensure BodyPosition exists, create if needed
local bodyPosition = rootPart:FindFirstChild("BodyPosition")
if not bodyPosition then
bodyPosition = Instance.new("BodyPosition")
bodyPosition.Parent = rootPart
end
-- Set BodyPosition properties
bodyPosition.MaxForce = Vector3.new(0, math.huge, 0) -- Strong upward force
bodyPosition.D = 500 -- Adjust the dampening as needed
bodyPosition.P = 2000 -- Adjust the positioning force as needed
bodyPosition.Position = Vector3.new(
rootPart.Position.X,
waterSurfaceHeight,
rootPart.Position.Z
)
-- (No need for State Change handling when using BodyPosition)
end
end
end
-- Start repeated region checks
while true do
checkSwimmingCharacters()
wait(RegionCheckInterval)
end
Animation:
local yourWaterPart = workspace.Water
local swimAnimationId = "rbxassetid://16361131542"
local swimAnimationTrack
-- Function to start swimming animation (similar to before)
local function startSwimmingAnimation()
if swimAnimationTrack and swimAnimationTrack.IsPlaying then
return
end
swimAnimationTrack = humanoid:LoadAnimation(swimAnimationId)
swimAnimationTrack.Priority = Enum.AnimationPriority.Action
swimAnimationTrack:Play()
end
-- Detect when the player enters the water using Touched
yourWaterPart.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
if humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then
humanoid:ChangeState(Enum.HumanoidStateType.Swimming)
startSwimmingAnimation() -- Start the animation here
end
end
end)
-- (You'll likely need a way to detect exiting the water as well)
yourWaterPart.TouchEnded:Connect(function(hit)
-- Add logic to stop animation using stopSwimmingAnimation() if needed
end)