ProcBanki
(legs_Miss Circle)
May 17, 2025, 1:03pm
1
My problem is my dash system’s range depends on fps.
30 - 60fps:
120+fps:
here is my code
FrontDashConnection = RS.RenderStepped:Connect(function(delta)
local At = Instance.new("Attachment",RootPart)
At.WorldPosition = RootPart.AssemblyCenterOfMass
At.Name = "Attachment0"
game.Debris:AddItem(At,.001)
local Linear = Instance.new("LinearVelocity",RootPart)
Linear.Attachment0 = At
Linear.MaxAxesForce = Vector3.new(50000,0,50000)
Linear.ForceLimitMode = Enum.ForceLimitMode.PerAxis
game.Debris:AddItem(Linear,.001)
if Speed <= 0 then
Linear.VectorVelocity = Vector3.zero
Speed = 0
FrontDashConnection:Disconnect()
task.delay(.35,function()
Universal:Fire({"Dash Hit", Character})
end)
return
end
Linear.VectorVelocity = RootPart.CFrame.LookVector*Speed*delta*60
Speed-=3.5*delta*60
end)
1 Like
ChatGGPT
(Chat GPT)
May 17, 2025, 3:39pm
2
RenderStepped runs the script every frame, so maybe use PreSimulation.
nowodev
(Nowoshire)
May 17, 2025, 4:14pm
3
I don’t think you need to account for delta time in VectorVelocity, as the engine should already take care of that.
You should also probably use BasePart:ApplyImpulse() , as you’re only applying the force for one frame it seems.
2 Likes
He doesn’t, removing *delta*60
on the vectorvelocity will indeed fix the issue because the Speed will reduce quicker on lower frames than higher frames because of deltatime.
what i said is false, nevermind
ProcBanki
(legs_Miss Circle)
May 18, 2025, 2:25am
6
okie this one works very well tysm
ProcBanki
(legs_Miss Circle)
May 18, 2025, 2:31am
7
i’ve tried removing delta time in vectorvelocity and it works very well tysm
system
(system)
Closed
June 1, 2025, 2:32am
8
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