I’m developing a test game for testing purposes(of course) and I was trying to make some player movements like a slide and similar which needs to apply a velocity to the character, I tried using body movers but those are choppy and buggy, someone said to use :Move() function but I don’t know if that can be a correct way.
I mean, you could make an animation, and as soon as it is done, teleport the player at the place where he gets, and it will look like a smooth animation, now the teleport is easy to make, just move the players HumanoidRootPart, that’s my idea
But the movement needs to be smooth, take reference of the sliding in Phantom Forces.
Well as i said, make a smooth animation so it doesn’t look like u teleported the player
I would use one of the newer body movers instead of the old ones.
Ex. AlignPosition, AlignOrientation, and VectorForce
I made a rough prototype of custom character movement using those and it wasn’t choppy at all.
That wouldnt work because when you move the torso when animating and the animation ends, youll see a torso moving backwards because its transitioning to the idle animation, where the torso is in the same position as the rootPart.
The camera would also not move with the torso, it moves with the rootPart. You also cant animate the rootPart.
i would use a sliding animation, where the body and stuff moves downwards and stuff, but i Tween the rootpart into position so it’s smooth
I tried it but still doesnt feels smooth and does this strange movement at the end, just like the old body movers.
Im just doing this line of code in a for loop:
vF.Force = hrp.CFrame.LookVector * math.floor((oldW*700)*i)
Try tweening the velocity/cframe of the hrp, it’s smooth and stuff