game.Players.LocalPlayer.Character:WaitForChild("Humanoid").StateChanged:Connect(function(old, state) -- run function
if state == Enum.HumanoidStateType.Jumping and htime == 1 then
coroutine.resume(coroutine.create(function()
jumpanim:Play()
local bv = Instance.new("BodyVelocity")
bv.P = 10000000
bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bv.Parent = game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart")
local multi = 1
repeat
bv.Velocity = (game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector + Vector3.new(0,1,0)) * multi
multi += 5
task.wait(0.001)
until multi >= 120
repeat
bv.Velocity = (game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector - Vector3.new(0,0.1 * multi/20,0)) * multi
multi -= 1
task.wait(0.01)
until game.Players.LocalPlayer.Character:WaitForChild("Humanoid"):GetState() == Enum.HumanoidStateType.Landed or game.Players.LocalPlayer.Character:WaitForChild("Humanoid"):GetState() == Enum.HumanoidStateType.Running or multi == 0
bv:Destroy()
end))
end
end)
i just want to turn it from a spike to a curve
(sry for my bad code, never done something like this before)
im going to be honest i have literally no clue how those work, especially in 3d so i just did this
game.Players.LocalPlayer.Character:WaitForChild("Humanoid").StateChanged:Connect(function(old, state) -- run function
if state == Enum.HumanoidStateType.Jumping and htime == 1 then
coroutine.resume(coroutine.create(function()
jumpanim:Play()
local bv = Instance.new("BodyVelocity")
bv.P = 10000000
bv.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
bv.Parent = game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart")
bv.Velocity = (game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 100) + Vector3.new(0,60,0)
task.wait(0.001)
bv:Destroy()
end))
end
end)
this launches me the perfect amount, and gives the exact curve shape i wanted
edit jan 17 2023:
um, dont do that i would say. makes it feel reaaal stiff
probably use AssemblyLinearVelocity instead, since its just the same thing but better (in this case)
or actually use curves if you can figure them out
hii, you probably already solved this but if not then you can try using RotVelocity to not only a curve shape trail, but for the prayer to rotate as well
Isn’t that just a worse version of AssemblyLinearVelocity? Also the Humanoid’s natural rotation would have to be disabled since it prevents forward/back rotations.