How would i make the following jump system?

So to some of you who may already know the sonic franchise, in most of the games when the main character jumps, if you press the jump button again (while in the air) a GUI appears on a nearby spring or enemy. if the player presses the jump button a third time, they will dash to the targeted object and destroy / jump off of it, making them jump again and able to repeat that again and again.

my question is, how would i be able to achieve something similar to this?
(have a GUI appear nearby a player and have them get sent to it at a decent velocity)

Update - i found a perfect example from another game that achieves the same thing if anyone needed an example
https://gyazo.com/29713b7a9d0e13c05c59c165d903dc94

im asking for ideas, not scripts if you were wondering

userinputservice.jumprequest()

1 Like

this sounds like it’d actually help me in this scenario :slightly_smiling_face:, do you have any idea on how to have the player dash to that area?

and also how would i add a “range” between the player and object?

another question i have about this is if i disable the jumping humanoidstate, would that stop jump request from working?

humanoid:moveto() and humanoid.walkspeed and Vector3.Magnitude

Okay, i can see how the magnitude can be used for the range, but i thought that MoveTo only makes the player walk to the location, not actually directly send them to it, and since the player is going to be in a freefall / jumping state during this time, then they can’t walk to it unless i’m wrong?

maybe set humanoidRootPart pos,CFrame directly

1 Like