What do you want to achieve?
I want to achieve were when I dash it will make me go down instead of float like this diagram:
What is the issue?
Here is the issue: The issue is my player floats when I dash but I want it to not make me float.
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What solutions have you tried so far?
I don’t ant solutions as I’m pretty confused at how I can achieve this.
Here is my code for this if needed:
local Keybind = Enum.KeyCode.Q
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local UIS = game:GetService("UserInputService")
local Debounce = false
local DashTime = .2
local Cooldown = 1
local Force = 50
local Anims = {
["Left"] = Humanoid:LoadAnimation(script.Animations:WaitForChild("Left")),
["Right"] = Humanoid:LoadAnimation(script.Animations:WaitForChild("Right")),
["Forward"] = Humanoid:LoadAnimation(script.Animations:WaitForChild("Forward")),
["Back"] = Humanoid:LoadAnimation(script.Animations:WaitForChild("Back"))
}
UIS.InputBegan:Connect(function(Key)
if Key.KeyCode == Keybind then
if not Debounce then
Debounce = true
wait(Cooldown)
local Slide = Instance.new("BodyVelocity")
Slide.MaxForce = Vector3.new(1,1,1) * 20000
Slide.Velocity = Humanoid.MoveDirection * Force
Slide.Parent = Character.HumanoidRootPart
-- Playing animation depending on the key held
if UIS:IsKeyDown(Enum.KeyCode.W) then
Anims.Forward:Play()
elseif UIS:IsKeyDown(Enum.KeyCode.A) then
Anims.Left:Play()
elseif UIS:IsKeyDown(Enum.KeyCode.S) then
Anims.Back:Play()
elseif UIS:IsKeyDown(Enum.KeyCode.D) then
Anims.Right:Play()
end
wait(DashTime)
game.Debris:AddItem(Slide, 0.1)
Debounce = false
end
end
end)