kinda still need help to detect how much the mob moves. when the mob jumps the player should slip faster or you will get fling into the air as the mob jumps
You can compare itβs new position with its old one every heartbeat
I dunno if it works with NPCs but
local Maxspeed = 20
character.Humanoid.Running:Connect(function(speed)
if speed >= Maxspeed then
--script
end
end)
that dosent really solve the problem of the player sliding off too slowly. i want the effect to bo like if the mob jumps then the player falls off as if the mob was a jumping cone. also i dont really wanna use a velocity because the player cant even move if it has a bodyvelocity or linearvelocity.
You could use :ApplyImpulse() I believe.
Or try BodyGyro/BodyForce. (Not sure which one is less forceful.)
oh,ty. ill try bodyforce or :ApplyImpulse. im not gonna try bodygyro cause its used for turning parts but tell me if im wrong
tried using a bodyforce, didnt work. it only moves the player if you jump
Try adding this before adding bodyforce
char:SetPrimaryPartCFrame(char.PrimaryPart.CFrame + Vector3.new(0,1,0)
oh ty, that works now
i used bodyforce and a cone
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