Is there a way to stop a player from flinging when they jump?

Flinging Bug
Bug.wmv (3.3 MB)

  • There’s this bug which you can see above in the video. Where every time you jump from a certain height back down to the islands you fling around the map. If anyone knows how to assist me and my partner on how to go about fixing this so players don’t fling that’d be much appreciated!
1 Like

I believe we got around this in the game Wing Simulator by firing a ray down and reversing the velocity on hit, or we capped the max velocity

1 Like

Alrighty, I’ll give that a go and update you on the progress, thank you.

1 Like

Here’s the mp4 for everyone who doesn’t want to download.

I would just listen for state changed, and if it isn’t air, then activate a body mover in the player’s root part that forces them to go back down. This can then be disabled after 1-2 seconds. Also, there’s no point in using raycasting because FloorMaterial already exists.

2 Likes

I am not really sure but I think this is because when the character hits a parts with great speed it changes its state to ragdoll.

I think disabling the ragdoll state might fix it.

image
This worked until i jumped on the rotated islands.

Using delay is bad practice (30 chars)

i probably should just use wait because 0.0001 is absoloutely nothing.

But if the number was like 5 or something, what should i use instead of delay?

just use a coroutine and then wait(5) inside of it

It appears when a players character lands on a surface after falling hundreds of studs they are forced into platform stand, so just use .Changed and if platform stand is ever set to true turn it back to false

Thats not the problem. PlatformStand is never enabled.

No its not really, but yeah its recommended to spawn / wrap whatever u prefer using manually wait(x) seconds then do what ever u want.

Spawn is also bad practice. Basically there’s no telling when something you spawn will run, or if it will even run at all. Just use coroutines.

You shouldn’t do whatever you want if it’s bad practice. (please do research before answering on the devforum. People don’t benefit from incorrect answers.)

1 Like

I tried it but it only works like 40% of the times i jump and land.

1 Like

No it’s not. spawn() is cheaper than coroutine as it takes less steps to create a new thread, yes It’s true that spawn() has an in built wait() function but that doesnt make it a bad practice, not reliable or inefficient. Also if spawn() would be as bad as you are saying (“u dont even know if it will spawn and run”) pretty sure roblox would take action and either update or depricate the function.