How do I create a fling pad?

Hi! I have recently started working on a project that I hope will someday work. I don’t want to give too many details away as people (some) seem to copy, but I will give enough details for an idea of what I am facing. The game is basic, a player jumps on a slanted pad and they get flung out on the path. I am trying to get the pad to work, but I am having trouble getting it to fling people.

Each attempt, it either made them walk or fling all the way to the sky and down.

So far I have came here, to YouTube, and used free models for help and which none worked. I am also semi new to scripting also, so there could be ways I don’t know. Anything helps!

Simple Concept Picture

This is the needed model, the one above this text.*

This is not the model needed.

2 Likes

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This one is very simple to do actually, what we’re gonna be doing is increasing the velocity of the humanoid with Vector3! Here’s how you can do it:

  • Create a part named JumpPad
  • Create a script inside of it
  • Paste this code inside of the script:
script.Parent.Touched:Connect(function(getHumanoid)
  getHumanoid.Parent.HumanoidRootPart.Velocity = Vector3.new(0,100,0)
end)

Want it to point the direction?, well first align the part front face to where you want to launch the player. Second use the look vector CFrame:

part.AssemblyLinearVelocity = otherpart.CFrame.LookVector * 100.

This is it in action, sadly I don’t have the time to record it:
image

Hello developers. I have attempted to do so, but they still don’t work. I do not know why. I have received information about what I am looking for. The functions that I am looking for is the functions of the cannon blocks in Blockate, the ones that shoot/fling the people like that. Even though the samples did not work, I won’t stop trying for them, and will continue to experiment. Thank you gentlemen. :smiley:

Are you doing a launch pad or what are you doing?, since cannons and stuff need different mechanics

I don’t know the actual name of it, since I have not been on studio for long. Someone on Blockate said it was a cannon, but it is meant to be like yours and works like it. They hit the pad and launch that way.

Here is the example, smaller layout of the rig I created for testing.
https://www.roblox.com/games/8456508272/Example-Pad

robloxapp-20220104-2107307.wmv (622.6 KB)

Also I cannot join you
image

Oh ok… Trying to open the file now…

Whats the file? It doesn’t open on my end.

You mean the video I sent? Like the .wmv

Well, download it and double click it, its a video

That is annoying, it happens cause roblox recording type is different, let me convert

Ok… I will see what is going on with roblox… if I can get you in

It’s your privacy setting I think, if you have “Who can join my game?” to none I can’t join


Its a demo of the formula

Looks like it! :smiley: Also its my privacy settings so you should be able to join now.

script.Parent.Touched:Connect(function(hit)
    if hit.Parent:FindFirstChild("HumanoidRootPart") then
        hit.Parent.HumanoidRootPart.AssemblyLinearVelocity = hit.Parent.HumanoidRootPart.Position + script.Parent.CFrame.LookVector * 100
    end
end)

Put this in a script in the blue part and it should work :stuck_out_tongue:

So here is the script:

pad.Touched:Connect(function(part)
	local model = part:FindFirstAncestorOfClass("Model");
	if(model and model.PrimaryPart and model.PrimaryPart.Name == "HumanoidRootPart") then
		model.PrimaryPart.AssemblyLinearVelocity = pad.CFrame.LookVector * 100;
	end;
end);

I basically did the same thing just shortened it on my other post

Edit: I made a small typo