I’m trying to replicate a movement system from a unity game into my game. This is how its meant to work. The player controls a humanoid mech outfitted with special thrusters.
The player can walk around normally with WASD.
However, when the player holds down space, the thrusters activate.
When the player is using these thrusters without WASD down the mech will fly upwards.
When the player is trying to use WASD with the thrusters then they will orient in that direction and push the player in that direction. As displayed in this video snippet.
Right now what I’ve tried is using a LinearVelocity
Constraint on the Line setting and it would basically orient the attachment in a certain direction when space is held down. The main problem is friction of the player and the ground and using MaxVelocity = inf.
really isn’t ideal and I just don’t get how to circumvent that. On top of that I don’t get how to compound movement keys where W and A/S are held down so the player can move in a diagonal direction.
Clearly this isn’t working so if anyone can help me out It’d really help.
UIS.InputBegan:Connect(function(i,gp)
--if gp then return end
if not gp and i.KeyCode == Enum.KeyCode.Space then
spaceDown = true
end
if i.KeyCode == Enum.KeyCode.W then
currentMoveVector = "Forward"
Angle = OriginalAngle + Vector3.new(0,0,90)
print(Angle)
checkMove()
end
if (i.KeyCode == Enum.KeyCode.W and UIS:IsKeyDown(Enum.KeyCode.D)) or (i.KeyCode == Enum.KeyCode.D and UIS:IsKeyDown(Enum.KeyCode.W)) then
currentMoveVector = "FrontRight"
Angle = OriginalAngle + Vector3.new(-90,0,90)
checkMove()
end
if (i.KeyCode == Enum.KeyCode.W and UIS:IsKeyDown(Enum.KeyCode.A)) or (i.KeyCode == Enum.KeyCode.A and UIS:IsKeyDown(Enum.KeyCode.W)) then
currentMoveVector = "FrontLeft"
Angle = OriginalAngle + Vector3.new(90,0,90)
checkMove()
end
if i.KeyCode == Enum.KeyCode.D then
currentMoveVector = "Right"
Angle = OriginalAngle + Vector3.new(-90,0,0)
checkMove()
end
if i.KeyCode == Enum.KeyCode.A then
currentMoveVector = "Left"
Angle = OriginalAngle + Vector3.new(90,0,0)
checkMove()
end
if (i.KeyCode == Enum.KeyCode.S and UIS:IsKeyDown(Enum.KeyCode.D)) or (i.KeyCode == Enum.KeyCode.D and UIS:IsKeyDown(Enum.KeyCode.S)) then
currentMoveVector = "BackRight"
Angle = OriginalAngle + Vector3.new(-90,0,-90)
checkMove()
end
if (i.KeyCode == Enum.KeyCode.S and UIS:IsKeyDown(Enum.KeyCode.A)) or (i.KeyCode == Enum.KeyCode.A and UIS:IsKeyDown(Enum.KeyCode.S)) then
currentMoveVector = "BackLeft"
Angle = OriginalAngle + Vector3.new(90,0,-90)
checkMove()
end
if i.KeyCode == Enum.KeyCode.S then
currentMoveVector = "Back"
Angle = OriginalAngle + Vector3.new(0,0,-90)
checkMove()
end
local TweenVelOri = Tween:Create(LV.Parent,TweenInfo.new(.5),{Orientation = Angle})
TweenVelOri:Play()
end)
UIS.InputEnded:Connect(function(i,gp)
if not gp and i.KeyCode == Enum.KeyCode.Space then
spaceDown = false
end
end)
local TweenVel = Tween:Create(LV,TweenInfo.new(1),{MaxForce = 50000})
RunService.Heartbeat:Connect(function()
if spaceDown then
LV.VectorVelocity = Vector3.new(0,60,0)
LV.LineVelocity = 100
if TweenVel.PlaybackState ~= Enum.PlaybackState.Playing then
TweenVel:Play()
end
--[[if workspace:FindFirstChild("Slip") then
end
local part = Instance.new("Part")
if humanoid.FloorMaterial ~= Enum.Material.Air then
part.Name = "Slip"
part.Anchored = true
part.Parent = workspace
part.CFrame = Player.Character.PrimaryPart.CFrame - Vector3.new(0,-30,0)
else
part:Destroy()
end]]
--print(TweenVel.PlaybackState)
else
LV.VectorVelocity = Vector3.new(0,0,0)
LV.LineVelocity = 0
if TweenVel.PlaybackState == Enum.PlaybackState.Playing then
TweenVel:Cancel()
--print("Cancelled")
end
LV.MaxForce = 0
end
end)