Help with dashing system

Hi, I’m working on a dashing system right now and I got it working mostly using LinearVelocities, but I want to add something else to it that I can’t figure out how, this is it.

When you press shift you dash, and you move at a certain speed for a certain small amount of time. This means the dash will be at least x amount of studs long.

But after that threshold, the force applied stops, so I want to make it so if you don’t do anything and just dash normally, you kind of slide out of it, but if you dash forward, and then say press s or move in other direction, the dash STOPS and you continue normally in that direction.

How would I do this? I already tried after using LinearVelocities, switching over to VectorForces, which apply a constant force no matter what, and then tween the force over a period of time down to create a sliding effect, but that doesn’t work. I don’t want this script be over complicated, but just simple (if possible). I will over complicate if necessary, though.

Also, I want it when in the air to be the same speed on the ground, if I dash off of a platform, after the threshold I don’t want you to be too fast, because to slide a character takes more force on the ground than the air (if you ever noticed).

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Bump, no one’s responded…fffffffffff

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You can set the player’s velocity to 0,0,0 if you want to stop them from moving. For everything else I got nothing for you.
Edit: I found this post. It might help you.

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Thanks for this. There are a lot of good points in that post, like reducing the friction on the ground, and adding a little upwards force on the character to reduce the gravity force.

I tried it myself, but it doesn’t seem to work for me. I don’t see any changes. I just want to make a sliding mechanic. That’s all

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You should stick to LinearVelocity during the slide, and tween the LinearVelocity down for a smooth effect. TweenObject:Cancel() will destroy a tween and allow you to set values manually again, which should work for the slide cancel.

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