Jumping on a part with body velocity

Hello, how would I preserve momentum on the character when jumping on a moving ship with body velocity? When the ship is moving and the player jumps they fly backward.

I’ve already tried the “jailbreak train system” and the new character controller. Is there any hope for this working?

Issue:

What happened when you tried them?

1 Like

The jailbreak train system moves the player in the opposite direction, but too fast.


local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')

local LastTrainCFrame

local Function
local Function2


Function = RunService.Heartbeat:Connect(function()

--------------------------------------------------------------- CHECK PLATFORM BELOW

local RootPart = player.Character.LowerTorso

local Ignore = player.Character

local ray = Ray.new(RootPart.CFrame.p,Vector3.new(0,-50,0))

local Hit, Position, Normal, Material = workspace:FindPartOnRay(ray,Ignore)

if Hit and Hit.Name == "RaftTop" then -- Change "RaftTop" to whatever the moving part's name is

--------------------------------------------------------------- MOVE PLAYER TO NEW POSITON FROM OLD POSITION

local Train = Hit
if LastTrainCFrame == nil then -- If no LastTrainCFrame exists, make one!
	LastTrainCFrame = Train.CFrame -- This is updated later.
end
local TrainCF = Train.CFrame 

local Rel = TrainCF * LastTrainCFrame:inverse()

LastTrainCFrame = Train.CFrame -- Updated here.

RootPart.CFrame = Rel * RootPart.CFrame -- Set the player's CFrame
--print("set")

else
LastTrainCFrame = nil -- Clear the value when the player gets off.

end

Function2 = player.Character.Humanoid.Died:Connect(function()
	Function:Disconnect() -- Stop memory leaks
	Function2:Disconnect() -- Stop memory leaks
end)

end)

And the character controller is far too buggy in every aspect, on ship, off ship

1 Like

Have you tried this one?

Your current one was made for parts that weren’t controlled by physics.

Optimized version of the one I sent:

--[[
SETUP
1. Make a LocalScript
2. Put it inside of StarterCharacterScripts
3. Make a folder in workspace and call it "MovingObjects"
4. Put all your moving objects in that folder
5. OPTIONAL, the CheckStates variable will set the CFrame if the character's HumanoidState is not Jumping and not swimming 
]]

local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')

local MovingObjects = workspace.MovingObjects --Make a folder and put all moving objects into it and call the folder "MovingObjects"

local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Include
raycastParams.IgnoreWater = true

local CheckStates = true
local LastPartCFrame
local LastPart
local Function

local function CFrameLogic(Raycast, CFramePart)
	if Raycast.Instance ~= LastPart then
		LastPart = Raycast.Instance
		LastPartCFrame = nil
	end
	local Train = Raycast.Instance
	
	if LastPartCFrame == nil then -- If no LastTrainCFrame exists, make one!
		LastPartCFrame = Train.CFrame -- This is updated later.
	end
	
	local TrainCF = Train.CFrame
	local Rel = TrainCF * LastPartCFrame:inverse()
	LastPartCFrame = Train.CFrame -- Updated here.
	CFramePart.CFrame = Rel * CFramePart.CFrame -- Set the player's CFrame
	--print("set")
end
Function = RunService.Heartbeat:Connect(function()
	-- Build a "RaycastParams" object
	local HumanoidRootPart = player.Character.HumanoidRootPart
	local humanoid = player.Character.Humanoid

	raycastParams.FilterDescendantsInstances = {MovingObjects}

	-- Cast the ray
	local Hit = workspace:Raycast(HumanoidRootPart.Position, Vector3.new(0,-50,0), raycastParams) --Casts a ray facing down
	--------------------------------------------------------------------------------------------
	if Hit then -- Check if the ray hits and if it hits an object inside of MovingObjects
		if CheckStates then -- check if the character is jumping
			if humanoid:GetState() == Enum.HumanoidStateType.RunningNoPhysics or humanoid:GetState() == Enum.HumanoidStateType.Running or humanoid:GetState() == Enum.HumanoidStateType.Landed or humanoid:GetState() == Enum.HumanoidStateType.PlatformStanding or humanoid:GetState() == Enum.HumanoidStateType.Seated or humanoid:GetState() == Enum.HumanoidStateType.GettingUp or humanoid:GetState() == Enum.HumanoidStateType.None or humanoid:GetState() == Enum.HumanoidStateType.Physics or humanoid:GetState() == Enum.HumanoidStateType.Ragdoll or humanoid:GetState() == Enum.HumanoidStateType.Dead then
				CFrameLogic(Hit, HumanoidRootPart)
			else
				LastPartCFrame = nil -- Clear the value when the player gets off.
			end
		else
			CFrameLogic(Hit, HumanoidRootPart)
		end
	else
		LastPartCFrame = nil -- Clear the value when the player gets off.
	end
end)

player.Character.Humanoid.Died:Once(function()
	Function:Disconnect() -- Stop memory leaks
end)
1 Like

did this ever work for the other guy? because i just tried this out and it didn’t work.