local function doJump(actionName, inputState)
if actionName == "JUMP_ACTION" and inputState == Enum.UserInputState.Begin and humanoid:GetState() ~= Enum.HumanoidStateType.Ragdoll then
local jumpImpulse = Vector3.new(0, 750, 0) -- Y is jump power. Change as you see fit.
controllerManager.RootPart:ApplyImpulse(jumpImpulse)
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
local floor = controllerManager.GroundSensor.SensedPart
if floor then -- Character's on the floor?
floor:ApplyImpulseAtPosition(-jumpImpulse, controllerManager.GroundSensor.HitNormal) -- Equal and opposite force
end
end
end
Hello! When I was coding landing animations for my game, I used Humanoid.StateChanged. In particular, I checked for when the oldState was Freefall and the newState was Running. Then I simply changed the state to Landed.
Wonderful tutorial! I haven’t found alot like this in a while. I was just wondering:
Somebody already said how to detect player deaths and such previously on this thread. How can I respawn the player and stop the player from moving/controlling the character after death?
Has something changed with roblox’s character controllers? The file doesn’t seem to work anymore as my character just half clips to the ground and isn’t able to move. The character can jump and then move but it’s not what I’m looking for. I tried re-installing the file but to no avail I got the same results.
Is anyone else also experiencing this?
Yeah me 2 they seemed to have broken them my game doesn’t use humanoids but uses the controllers and it was working before especially annoying for me because my game requires them.
since someone else tested before me and said it works I’ll try it out for myself too.
As of my now my “fix” was to just to use the scripts given from the introduction post of character controller and edit them myself.
I suppose the reason for that change is how SensorUpdateType works in OnRead mode, since that mode requires a BasePart to detect objects. However, in Manual mode, that’s not necessary. So, I agree with you.
Hi, thanks for the reply The issue seemed to have resolved itself. P.S. BalanceRigidityEnabled was true for both, so I’m not sure what the problem actually was.