I’m currently working on a small little project-- a “Speedrun” esque game with a modern twist (we’re talking like Titanfall 2 sliding and jump-boosting… perhaps some grappling?), and I wanted to work on a basic test in order to get a better idea of how we would like to do things, and the first question that came to mind was “air friction”.
In Speedrun 4, when you jump and let go of any movement key, you seem to lose that velocity instantaneously, whereas default ROBLOX behaviors would have you continue that jump arc. What property would I be looking for to disable that and make it more controllable for players to make tricky jumps?
I saw this in a directory in Flood Escape 2. Whenever you touch the ladder, it changes character velocity. So, I think you could change character velocity when the specific key (or W) input has ended. I don’t know the script but you could try doing that method.
The way said Flood Escape 2 does it is by modifying the velocity of the character when they jump
(The creator posted this online I’m not stealing FYI)
-- Goes inside character --
local hum = script.Parent:WaitForChild("Humanoid")
local humRtPt = script.Parent:WaitForChild("HumanoidRootPart")
hum.Jumping:connect(function(isJumping)
if isJumping then
humRtPt.Velocity = Vector3.new(humRtPt.Velocity.X, hum.JumpPower * 1.1, humRtPt.Velocity.Z)
end
end)
(taken directly from post), not sure how this relates but I posted it anyways lmao.