Forcing a player to jump does not work for me

Nope, as I said, nothing is shown in the output other than a few vehicle errors. But that’s not related to my script.

Set the Humanoid.Sit property to false then.

Same problem, could it be because it sets the Jump property to true after the script sets it to false? OMG, it is. I just added a wait(1) and that fixed it, how do you fix something like this happening without using a wait() ?

1 Like

Here’s what I did with my vehicle seat in RS. It worked for me.

local seat = script.Parent
local occupant
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
	if seat.Occupant.Parent then
		occupant = seat.Occupant.Parent
		print(seat.Occupant.Parent)
		wait(1) -- USE A WAIT!!!
		occupant.Humanoid.Sit = false
	else
		--code
	end
end)

Yes, I used a wait() and it worked, however this still gives the user time to drive the vehicle. Any way to fix this?

Ok I have a good idea, you can use repeat wait() until player.Character.Humanoid.Sit == true instead of using wait() that way you have the exact time.

Wait, what am I doing. Just disable the seat then enable it after a debounce

I tried that too, but I’d rather jump the humanoid instead of having to add a debounce and all of that.

1 Like

There is a function that fires when the player stops sitting or begins sitting, you could use it to replace that loop.

1 Like