How to add an animation to this double jump script?

I am currently using this double jump script from the developer hub:

local UserInputService = game:GetService("UserInputService")
local localPlayer = game.Players.LocalPlayer
local character
local humanoid

local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local TIME_BETWEEN_JUMPS = 0.1
local DOUBLE_JUMP_POWER_MULTIPLIER = 1.5

function onJumpRequest()
	if not character or not humanoid or not character:IsDescendantOf(workspace) or
		humanoid:GetState() == Enum.HumanoidStateType.Dead then
		return
	end

	if canDoubleJump and not hasDoubleJumped then
		hasDoubleJumped = true
		humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER
		humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
	end
end

local function characterAdded(newCharacter)
	character = newCharacter
	humanoid = newCharacter:WaitForChild("Humanoid")
	hasDoubleJumped = false
	canDoubleJump = false
	oldPower = humanoid.JumpPower

	humanoid.StateChanged:connect(function(old, new)
		if new == Enum.HumanoidStateType.Landed then
			canDoubleJump = false
			hasDoubleJumped = false
			humanoid.JumpPower = oldPower
		elseif new == Enum.HumanoidStateType.Freefall then
			wait(TIME_BETWEEN_JUMPS)
			canDoubleJump = true
		end
	end)
end

if localPlayer.Character then
	characterAdded(localPlayer.Character)
end

localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)

I just want to know how i can add an animation to the double jump.

Thanks!

1 Like
local UserInputService = game:GetService("UserInputService")
local localPlayer = game.Players.LocalPlayer
local character
local humanoid
local anim = nil --change nil to animation instance 
local animation
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local TIME_BETWEEN_JUMPS = 0.1
local DOUBLE_JUMP_POWER_MULTIPLIER = 1.5

function onJumpRequest()
	if not character or not humanoid or not character:IsDescendantOf(workspace) or
		humanoid:GetState() == Enum.HumanoidStateType.Dead then
		return
	end

	if canDoubleJump and not hasDoubleJumped then
		hasDoubleJumped = true
		humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER
		humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
		--play the animation here
		animation = humanoid:LoadAnimation(anim)
		animation:Play()
	end
end

local function characterAdded(newCharacter)
	character = newCharacter
	humanoid = newCharacter:WaitForChild("Humanoid")
	hasDoubleJumped = false
	canDoubleJump = false
	oldPower = humanoid.JumpPower

	humanoid.StateChanged:Connect(function(old, new)
		if new == Enum.HumanoidStateType.Landed then
			canDoubleJump = false
			hasDoubleJumped = false
			humanoid.JumpPower = oldPower
		elseif new == Enum.HumanoidStateType.Freefall then
			wait(TIME_BETWEEN_JUMPS)
			canDoubleJump = true
		end
	end)
end

if localPlayer.Character then
	characterAdded(localPlayer.Character)
end

localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)

I’ve added comments, hopefully it assists you.

4 Likes

I’ll try it as soon as i have a decent animation :clown_face:

Thanks!