look at keystrokes
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oh yeah sorry here is the jump handler:
– // Jump Handler
UserInputService.JumpRequest:Connect(function()
if not character or not humanoid or not character:IsDescendantOf(workspace) or humanoid:GetState() == Enum.HumanoidStateType.Dead then
return
end
if acrobaticState.jumpDebounce or acrobaticState.isBonked then return end
acrobaticState.jumpDebounce = true
task.delay(0.1, function() acrobaticState.jumpDebounce = false end)
if acrobaticState.isGrounded then
acrobaticState.canDoubleJump = true
AcroModules.DoubleJump.PlayFirstSound()
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
acrobaticState.lastJumpTime = os.clock()
elseif acrobaticState.isClimbing then
acrobaticState.canDoubleJump = true
AcroModules.DoubleJump.PlayFirstSound()
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
acrobaticState.lastJumpTime = os.clock()
elseif acrobaticState.canDoubleJump and os.clock() - acrobaticState.lastJumpTime > 0.1 then
if AcroModules.DoubleJump.PlaySecondSound() then
playAnimation(doubleJumpAnim)
rootPart.Velocity = Vector3.new(rootPart.Velocity.X, humanoid.JumpPower * 1.2, rootPart.Velocity.Z)
acrobaticState.canDoubleJump = false
if acrobaticState.isDiving then
AcroModules.Dive.EndDive()
acrobaticState.isDiving = false
if acrobaticState.currentAnimations.DiveStart then
acrobaticState.currentAnimations.DiveStart:Stop()
acrobaticState.currentAnimations.DiveStart = nil
end
end
end
end
end)