So i have an aircombo script that looks something like this:
if things.Combo then
TargetHumrp.Anchored = false
originRootPart.Anchored = false
local vector = (things.knockBackDirection * 2)
local power = Vector3.new(100000,100000,100000)
task.spawn(functions.addVelocity,TargetHumrp,power,vector,3, "AirVelocity")
task.spawn(functions.addVelocity,originRootPart,power,vector,3, "AirVelocity")
if things.Combo >= maxCombo then
task.wait(.25)
TargetHumrp:FindFirstChild("AirVelocity"):Destroy()
originRootPart:FindFirstChild("AirVelocity"):Destroy()
end
return
end
local directionTarget = (TargetHumrp.CFrame * CFrame.new(0,20, 0))
local directionCharacter = (originRootPart.CFrame * CFrame.new(0,20, 0))
TargetHumrp.Anchored = true
originRootPart.Anchored = true
utilityLib.Delay(1.5, function()
TargetHumrp.Anchored = false
originRootPart.Anchored = false
end)
tween.obj(TargetHumrp, "Quint", "Out", .6, {CFrame = directionTarget})
tween.obj(originRootPart, "Quint", "Out", .6, {CFrame = directionCharacter})
And now, when the AirState value changes (value which i determine if the character has gotten hit by a air combo initiative) i want to begin a timer that resets when you hit while in the air, if the timer runs out it will destroy the velocity, and both players will fall down.
This is how it looks when you hit instantly: