I’m trying to get the old climbing physics back, and while I was about to sleep, I thought of what would be the result I have right now. If you don’t know what retro climbing physics look like, its like normal climbing physics, except you slide a bit while climbing, and fall down if you stop. Thats what I want to achieve. This is my current result which is a truss with a script inside that turns on and off the cancollide instantly on loop with a brick in the middle to stop the player from going straight through it, however it doesn’t work the same. This is what it currently looks like along with the result I want to achieve.
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Place use gyazo or something so we can see .
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I’ll just convert it to mp4 in vegas
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Yeah that will work too cuts can’t view .wmv on mobile
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Maybe a custom ladder using body velocities? Also move direction.
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Its converted so you can see now.
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I’ll try to think of something involving body velocity, as it should work with anything you can climb.
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I’m trying to figure this out for my 2009 simulator
I’m not a really good programmer, but i might have found a solution for that.
It’s not accurate, and might break some aspects of the game.
Feel free to modify.
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local Root = Character:WaitForChild("HumanoidRootPart")
local Velocity = Instance.new("BodyVelocity", Root)
Velocity.P = 1250
game["Run Service"].RenderStepped:Connect(function()
Velocity.Velocity = Humanoid.MoveDirection * Humanoid.WalkSpeed
Velocity.MaxForce = Vector3.new(math.huge, 0, math.huge)
end)
it just makes me go backwards.