So basically my combat works similar to The Strongest Battlegrounds, if any of you have heard of it or played it. When I uppercut and forward dash around to hit them in the air, it unragdolls and plays a knockback animation, which I will show in a video. The problem is if they hit a wall, tree, house, or any part for that matter, they get kinda flung in an annoying way that I want to somehow fix. The way it works is simple, when I hit them out the air it unragdolls and applys a body velocity in the direction my character was facing, while also playing a knockback animation to act like the target was sliding to stop themselves. Any feedback or help would be appreciated, here is an example of what is happening:
Just a question because it seems like studio is down so I can’t test this, but would it affect the body velocity at all? Like make it basically not move the player? Thanks for the reply though.
you have too much maxforce applied to to the character. make it like Vector3.one * 1e4 and it should be fine. There is also a state you could disable that removes the flinging issue, Its a HumanoidState, just disable unfamiliar ones like “FallingDown”