Jumping after a Wallrun

Hi y’all, I’ve been trying to make my own Wallrun system and everything works fine, but when I try to implement jumping when ending the wallrun, it doesn’t go as smooth as possible… It so unconsinstent and on mobile it won’t even work, I thought that maybe it could due to the timing of the jump but it doesn’t work anyway.


Code:
-LocalScript- (Not the full code, just what it needs to be understandable)

local function DisableParticles() --Just disables particles
	for _, particle in rootPart.WalkingParticles:GetChildren() do
		particle.Enabled = false
	end
end

local function ExitWallrun() --This is the function called when exiting the wallrun
	event:FireServer(false)
	hum.AutoRotate = true
	WallrunLeftTrack:Stop()
	WallrunRightTrack:Stop()
	DoubleJumpTrack:Play()
	DisableParticles() --
	LastCooldown = tick() --This is just used to check a cooldown 
end

--Here's the code that activates when you jump off the wall
ExitWallrun()
hum.JumpPower = JUMP_POWER * JUMP_MULTIPLIER
hum:ChangeState(Enum.HumanoidStateType.Jumping)		
rootPart:ApplyImpulse(WallrunningDirection == 1 and -rootPart.CFrame.RightVector * JUMP_IMPULSE or rootPart.CFrame.RightVector * JUMP_IMPULSE)

-Server-

local function Wallrun(plr: Player, active: boolean, Velocity: Vector3)
	local char = plr.Character
	local rootPart = char.HumanoidRootPart
	local LinearVelocity = rootPart.WallrunVelocity
	if active and plr:GetAttribute("Wallrunning") == false then
		plr:SetAttribute("Wallrunning", true)
		LinearVelocity.VectorVelocity = Velocity
		LinearVelocity.Enabled = true
	elseif not active and plr:GetAttribute("Wallrunning") == true then
		plr:SetAttribute("Wallrunning", false)
		LinearVelocity.Enabled = false
		LinearVelocity.VectorVelocity = Vector3.zero
	end
end

event.OnServerEvent:Connect(Wallrun)

Basically when you jump off the wall, it sends an event to the server telling it to set the LinearVelocity to 0,0,0 and then it tries to jump off the wall but it rarely does. Thanks in advance!

3 Likes

Just kidding I found a fix, I was using remote events wrong

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