How to make this velocity not be influenced/amplified by the player jumping

remote.OnClientEvent:Connect(function()
	local a = -1
	local vel = Vector3.new(0, 500, 0) + (player.Character.HumanoidRootPart.CFrame.RightVector * 1750 * a)
	player.Character.HumanoidRootPart:ApplyImpulse(vel)
end)

this is the code for a kind of side jump, but its almost double in velocity when i jump opposed to when i use it when standing, is there a fix for this? i know the code might be vulnerable but its just for testing purposes for now. any help is appreciated

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bump, i am willing to change the type of velocity applied to the humanoidrootpart, as long as the jump exploit is fixed, does anyone know why this happens and how to fix it?