local Players = game.Players
Players.PlayerAdded:Connect(function(player)
local character = player.Character or player.CharacterAdded:Wait()
local Humanoid = character:WaitForChild("Humanoid")
local leaderstatsFolder = Instance.new("Folder", player)
leaderstatsFolder.Name = "leaderstats"
local jumps = Instance.new("IntValue", leaderstatsFolder)
jumps.Name = "Jumps"
jumps.Value = math.random(5,20)
if Humanoid.Jump == true then -- need some help here
jumps.Value = jumps.Value - 1
if jumps.Value <= 0 then
player:Kick("You have ran out of jumps!")
end
end
end)
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There is a function jumprequest:connect(… ) but now I’m on mobile so you have to check this feature for yourself
This event is triggered when the player tries to jump.
could try this and see if it will detect it fast enough for true
this makes a connection to the jump property so when it changes fires this function which then does what you wrote to see if jumps true
Humanoid:GetPropertyChangedSignal('Jump'):Connect(function()
if Humanoid.Jump then
jumps.Value = jumps.Value - 1
if jumps.Value <= 0 then
player:Kick("You have ran out of jumps!")
end
end
end)
Humanoid.StateChanged can also be used
And then check: local state = humanoid:GetState()
If state == Enum. HumanoidStateType.Jumping then…
I think it is more reliable.
try this
Humanoid.Jumping:Connect(function(IsJumping)
if IsJumping Then
jumps.Value = jumps.Value - 1
if jumps.Value <= 0 then
player:Kick("You have ran out of jumps!")
end
end
end)
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