Dash System Issues

I am trying to make a dash system where the player double clicks A or D and dashes left or right respectively. To do this I am using LinearVelocity to move the character. I am using the Plane mode to only apply velocity in 2 directions. The issue is that I want to apply on the X and Z vectors but when I change the properties to do so it doesn’t work as expected. Instead applies velocity on the Y-axis and X-axis even though I set it to only do the X-axis and Z-axis.

playerEvent.OnServerEvent:Connect(function(player, direction)
	if debounce[player] == nil then -- check if debounce active
		debounce[player] = true -- its not, so set debounce to true
		local velocity = 0 -- set velocity to 0
		
		if direction == 'Left' then
			velocity = -32 -- if dashing left then set velocity to -32 (-32 studs/s left)
		elseif direction == 'Right' then
			velocity = 32 -- if dashing right then set velocity to 32 (32studs/s right)
		end
		
		local character = player.Character
		local humanoidRootPart = character.HumanoidRootPart
		local linearVelocity = humanoidRootPart:FindFirstChild('LinearVelocity')
		
		local cf = humanoidRootPart.CFrame
		
		if linearVelocity == nil then
			linearVelocity = Instance.new('LinearVelocity')
			linearVelocity.Attachment0 = humanoidRootPart.RootAttachment
			linearVelocity.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
			linearVelocity.VelocityConstraintMode = Enum.VelocityConstraintMode.Plane
			linearVelocity.PrimaryTangentAxis = Vector3.new(1, 0, 0) -- x-axis
			linearVelocity.SecondaryTangentAxis = Vector3.new(0, 0, 1) -- z-axis
			linearVelocity.MaxForce = math.huge
			linearVelocity.Enabled = false
			linearVelocity.Parent = humanoidRootPart
		end
		
		linearVelocity.PlaneVelocity = Vector2.new(velocity, 0) -- dash left or right
		print(linearVelocity.SecondaryTangentAxis) -- prints (0, 0, 1) but still applies velocity of 0 to the y-axis ????
		linearVelocity.Enabled = true
		task.wait(.25) -- travels 8 studs in direction in 0.25 seconds
		linearVelocity.Enabled = false
		task.wait(1) -- debounce
		debounce[player] = nil -- remove debounce finally
	else
		print('On Debounce')
	end
end)

I have noted that when the relativeTo value is set to world it works but the issue is that the vectors are not relative to the attachment 0.

Enum.Actuator.RelativeTo.Attachment0 makes it so the PrimaryTangentAxis and SecondaryTangentAxis are set to Attachment0’s Axis property and SecondaryAxis property. To fix, set Attachment0’s Axis property and SecondaryAxis property instead. If you do not want to change this value, set the RelativeTo property of the LinearVelocity to Enum.ActuatorRelativeTo.World and use HumanoidRootPart.CFrame.RightVector and HumanoidRootPart.CFrame.LookVector values as the PrimaryTangentAxis and SecondaryTangentAxis. Note: You will have to set these values every time you run code.

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