Knockback pretty uneffective on humanoids

I have some dummies set up, and was testing ApplyImpulse() for some knockback.

game.Workspace.eeee:ApplyImpulse(Vector3.new(0, 500, 0))

This is cool.


Now, when I run the same amount of force on this humanoid dummy,

Basically nothing.
I’ve seen some posts talking about HumanoidStateTypes, but I don’t know if that’s the best option.
Is it? Is there another way? Is there a better method? Do I just need to apply more force?

1 Like

can you try open platformstand in humanoid (in script)

1 Like

Seems to be just the same height.

1 Like

oh i see the problem, you need apply to humanoidrootpart

1 Like

I am.

This code is just for the part in the first clip. You can see the changed code in the second video:

game.Workspace.Dummy1.HumanoidRootPart:ApplyImpulse(Vector3.new(0, 500, 0))
1 Like

oh my bad i didnt watch it all sorry, you can use massless property (on every basepart except humanoidrootpart)

1 Like

it can be effected by mass, you can use mass * x = staticforce that means
image
you can sync the forces.

workspace.Rig.HumanoidRootPart:ApplyImpulse(Vector3.new(0,(500/workspace.Part.Mass),0))
workspace.Part:ApplyImpulse(Vector3.new(0,(500/workspace.Rig.HumanoidRootPart.Mass),0))

(I made up the concept of static force, I don’t know what it is called. It is your apply force) (I used translate too)

1 Like

or just you can use AssemblyLinearVelocity
because force and velocity are not the same.

1 Like

Humanoids exert some force to keep itself stable, especially in the Running state.
If you just wanna fling humanoids around, do Humanoid:ChangeState(Enum.HumanoidStateType.Physics) – don’t forget to set this back to Running or GettingUp when you want the humanoid to get back on its feet
If you want more controlled knockback in a specific direction/speed/duration, use an AssemblyLinearVelocity to push the humanoid then destroy it when done

2 Likes