i want to recreate something similar to this, not exactly like this
i know it is just an animation but how do i make the guy move forward
it is not a bodyvelocity/linear velocity
it is not affected by the player velocity
it is a constant speed
it is affected by gravity
it cannot go through walls
Pretty sure this is using linear velocity, my guess is that it is using a formula involving anti gravity & lookvector velocity.
To get the anti gravity, require all the mass of the player and multiply that with the workspace gravity.
Because the player gains attitude for a few short moments, simply add another variable that starts at 1.1 that is used as a multiplier in the formula. After that, simply make a function that basically equates to; the more air time you accumulate the more this value is tweened down.
Hereβs an example of what that would look like:
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local function GetMass(x)
local Mass = 0
for _, v in ipairs(x:GetDescendants()) do
if v:IsA("BasePart") then
Mass += v:GetMass()
end
end
return Mass
end
local SUNG_JINWOO = 1.1 β tween this to a lower value according to accumulated air time
local LOOKVECTOR_PSEUDO = 1 β lookvector equation goes heres
β use this in your air dash func /w linear velocity
(GetMass(Character) * workspace.Gravity) * SUNG_JINWOO * LOOKVECTOR_PSEUDO