Humanoid JumpPower

So I was wondering how the property Humanoid.JumpPower is scaled to the character. What I have this:

--[[ Relative Scale Values
    local RelativeCameraMaxZ=10
    local RelativeCameraMinZ=0.5
    local RelativeWalkSpeed	=10
    local RelativeJumpPower	=50 -- JumpPower ratio

-- Body Composition Ratios
    local HeadBC			=35/50
    local HeightBC			=1
    local WidthBC			=45/50
    local DepthBC			=1

And basically, for testing purposes, I have the client fire a remote event with a scalar value. The server script then sets the BodyScale values in the Humanoid to scalar*BodyCompositionRatios. Then it does something similar with the RelativeScaleValues.

Everything works correctly except for JumpPower. It changes at a different rate that I don’t know. Right now, when you get bigger, JumpPower gets too big.

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If jump power is the same as velocity, which I think it is, then these equations should apply. I might have gotten them wrong though, it’s been awhile since I had Physics.

JumpHeight = JumpPower^2/(2 * Gravity)
JumpPower = sqrt(2*Gravity * JumpHeight)

These two come from the last equation in this list. I’m using Vi as the initial jump, Vf as 0 for the peak of the jump, a is gravity, and d is jump height.
9155299_orig

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Sorry for offtop but…

6 years later :skull: :skull: :skull: