I’ve always been searching for a solution to make my dashes consistent each time but I’ve never been able to figure it out but recently I started playing Voxlblade and all of their abilities that make the player move including the dashes are always consistent whether the player is in the air or on the ground. I wanted to ask the developers to see what body mover they’re using or if they were using a custom solution to achieve it but I couldn’t find a way to contact them so I wanted to know if anybody knows what to use to make the dashes consistent.
Its most likely because they are going off location and lookvector to apply force until the player has moved a certain ammount
Use BodyPosition for consistent dash distance. Below is a snippet from a post I made a couple years ago:
I actually seen your response on another post and I appreciate you taking the time to respond but the problem I have with this solution is you’d have to fine tune the P value to get the right speed for the dash. Also something else I should’ve mentioned in the main post is in Voxlblade when you use any ability that moves you while you’re in the air, it also prevents gravity from pulling you down for the duration so I was thinking they might be using BodyForce so they can apply the dash force + cancel out gravity, I tried messing with it to see If I could do something like it and maybe I don’t fully understand BodyForce but I couldn’t.
You can try the newer linear velocity.
I have helped someone else with their dash system perhaps you can try that out:
Thanks for the answer man, I had no clue this was a thing. I guess I have to pay more attention to the new stuff they’re adding.
You could change the MaxForce’s Y-component to a non-zero value if you want to cancel out gravity
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.