As the title says, Humanoid.Jump is no longer changing when you jump. Changing it manually or through a script still makes the character jump as normal, but when jumping normally, it stays false.
This breaks the most common way of disabling jumping, which is by setting Jump to false on Changed.
Yeah, this is really frustrating me
My ragdoll has now developed the ability to fly apparently.
This completely ruins one of the games that I had in mind.
At first I thought that it was something I was doing incorrectly until I realised that .Jump doesn’t change.
OH, so this is why my jumping no longer costs stamina…
Good one ROBLOX.
Hopefully they will revert this.
[quote] Hopefully they will revert this. [/quote]My question is, why was this done in the first place?
Was it an accident? was there a reason for it?
[quote] Hopefully they will revert this. [/quote]My question is, why was this done in the first place?
Was it an accident? was there a reason for it? [/quote]
I’m going to bank on it being an accident.
That’s odd, I just tested this and it changed when I jumped.
We’ll revert the change for now. In mean time, I want to ask you guys some questions:
The change should only affect player controlled characters (Not scripted NPCs). How are you guys using Jump:Changed? From LocalScript, server Script, or both? Can “Jumping” event be used instead?
I’ve always used Humanoid.Jumping.
[quote] We’ll revert the change for now. In mean time, I want to ask you guys some questions:
The change should only affect player controlled characters (Not scripted NPCs). How are you guys using Jump:Changed? From LocalScript, server Script, or both? Can “Jumping” event be used instead? [/quote]I do it from a LocalScript. Is that the problem?
[quote] We’ll revert the change for now. In mean time, I want to ask you guys some questions:
The change should only affect player controlled characters (Not scripted NPCs). How are you guys using Jump:Changed? From LocalScript, server Script, or both? Can “Jumping” event be used instead? [/quote]I do it from a LocalScript. Is that the problem?[/quote]
It shouldn’t be problem, unless you are using the new roblox filter feature.
[quote] We’ll revert the change for now. In mean time, I want to ask you guys some questions:
The change should only affect player controlled characters (Not scripted NPCs). How are you guys using Jump:Changed? From LocalScript, server Script, or both? Can “Jumping” event be used instead? [/quote]I do it from a LocalScript. Is that the problem?[/quote]
Imagine this scenario: You hit space bar to jump, it fires Jump:Changed in local script, but does NOT fire on the server (“Jumping” still does). Would that cause a big impact?
[quote] [quote=“RoboYZ” post=19965]We’ll revert the change for now. In mean time, I want to ask you guys some questions:
The change should only affect player controlled characters (Not scripted NPCs). How are you guys using Jump:Changed? From LocalScript, server Script, or both? Can “Jumping” event be used instead? [/quote]I do it from a LocalScript. Is that the problem?[/quote]
Imagine this scenario: You hit space bar to jump, it fires Jump:Changed in local script, but does NOT fire on the server (“Jumping” still does). Would that cause a big impact?[/quote]It shouldn’t, I don’t handle any events for the Humanoid on the server (except Died), the server gets told that the user is jumping by the client so it can take away the appropriate stamina use, but besides that - nothing.
The reason I’m blocking the jump is to prevent my games ragdoll from moving when it’s set to the character.
It goes all goldeneye 64 if the player tries to move the ragdoll and it doesn’t get blocked.
If that flew over your head, go here