To cut it simple the moving left and right is glitched for some reason. I don’t understand why and i have tried to fix it. The script came from an open source game: Ledge Climbing - Roblox
I need it for parts in my game but it isn’t working and sometimes it moves left and other times it moves right:
The Consol shows if i pressed left or right.
here is a video of what’s happening:
here is the full code for it:
--services
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local RunService = game:GetService("RunService")
local CollectionService = game:GetService("CollectionService")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local GuiService = game:GetService("GuiService")
local PlayerStats = workspace:WaitForChild("Player"):WaitForChild("Player_Stats"):WaitForChild("CurrentPlayerMovement")
--varibles
local player = game.Players.LocalPlayer
local character = player.Character
local camera = workspace.CurrentCamera
local humanoid = character:WaitForChild("Humanoid")
local rootPart = character:WaitForChild("HumanoidRootPart")
local head = character:WaitForChild("Head")
--modules
local cameraShaker = require(game.ReplicatedStorage:WaitForChild("Modules").CameraShaker)
--shake camera
local function ShakeCamera(shakeCf)
camera.CFrame = camera.CFrame * shakeCf
end
-- Create CameraShaker instance:
local renderPriority = Enum.RenderPriority.Camera.Value + 1
local camShake = cameraShaker.new(renderPriority, ShakeCamera)
--vaulting
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {character}
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
local vaultMoveNumber = 10
local canVault = true
local canMove = true
local vaultConnection = nil
local ledgePart = nil
local grabAnim = humanoid:LoadAnimation(script:WaitForChild("Grab"))
local grabRightAnim = humanoid:LoadAnimation(script:WaitForChild("GrabRight"))
local grabLeftAnim = humanoid:LoadAnimation(script:WaitForChild("GrabLeft"))
local grabSounds = script:WaitForChild("Sounds"):GetChildren()
--play vault sounds
local function playSound()
local sound = grabSounds[math.random(1, #grabSounds)]:Clone()
sound.Parent = rootPart
sound.Volume = .15
sound:Play()
sound.Ended:Connect(function()
sound:Destroy()
end)
end
local function partCheck(ledge)
local vaultPartCheck = workspace:Raycast(ledge.Position + Vector3.new(0, -1, 0) + ledge.LookVector * 1, ledge.UpVector * 3, raycastParams)
if vaultPartCheck == nil then
return true
elseif not CollectionService:HasTag(vaultPartCheck.Instance, "Ledge") then
return true
else
return false
end
end
local function vaultMoveCheck(ray, anim)
local localPos = ray.Instance.CFrame:PointToObjectSpace(ray.Position)
local localLedgePos = Vector3.new(localPos.X, ray.Instance.Size.Y/2, localPos.Z)
local ledgePos = ray.Instance.CFrame:PointToWorldSpace(localLedgePos)
local ledgeOffset = CFrame.lookAt(ledgePos, ledgePos - ray.Normal)
if partCheck(ledgeOffset) then
local magnitude = (ledgePos - head.Position).Magnitude
if magnitude < 3 then
local info = TweenInfo.new(.15, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0)
local goal = {CFrame = ledgeOffset + Vector3.new(0, -2, 0) + ledgeOffset.LookVector * -1}
local tween = TweenService:Create(ledgePart, info, goal)
tween:Play()
canMove = false
playSound()
--screen shake
camShake:Start()
local dashShake = camShake:ShakeOnce(.2, 13, 0, .5)
dashShake:StartFadeOut(.5)
--play anim
if anim == "Right" then
grabRightAnim:Play()
elseif anim == "Left" then
grabLeftAnim:Play()
end
--vault move delay
task.delay(.25, function()
canMove = true
end)
else
end
end
end
--moving from left to right function(so my code isn't messy)
local function vaultMove(direction, anim)
local moveRay = workspace:Raycast(head.CFrame.Position, head.CFrame.RightVector * direction + head.CFrame.LookVector * 8, raycastParams)
if moveRay then
if moveRay.Instance then
vaultMoveCheck(moveRay, anim)
end
else
local turnRay = workspace:Raycast(head.CFrame.Position + Vector3.new(0, -1, 0) + head.CFrame.RightVector * direction, head.CFrame.RightVector * -direction + head.CFrame.LookVector * 2, raycastParams)
if turnRay then
if turnRay.Instance then
vaultMoveCheck(turnRay, anim)
end
end
end
end
--detect if moving left or right
humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
if (humanoid.MoveDirection:Dot(camera.CFrame.RightVector) > -.9) and not canVault and canMove then
vaultMove(-vaultMoveNumber, "Right")
end
if (humanoid.MoveDirection:Dot(-camera.CFrame.RightVector) > -.9) and not canVault and canMove then
vaultMove(vaultMoveNumber, "Left")
end
end)
--detect ledges
local function detectLedge()
if canVault and (humanoid:GetState() == Enum.HumanoidStateType.Freefall or humanoid:GetState() == Enum.HumanoidStateType.Jumping) then
local vaultCheck = workspace:Raycast(rootPart.CFrame.Position, rootPart.CFrame.LookVector * 5, raycastParams)
if vaultCheck then
if vaultCheck.Instance and CollectionService:HasTag(vaultCheck.Instance, "Ledge") and vaultCheck.Instance.Transparency <= 0.2 then
if vaultCheck.Instance then
PlayerStats:SetAttribute("HoldingLedge", true)
local localPos = vaultCheck.Instance.CFrame:PointToObjectSpace(vaultCheck.Position)
local localLedgePos = Vector3.new(localPos.X, vaultCheck.Instance.Size.Y/2, localPos.Z)
local ledgePos = vaultCheck.Instance.CFrame:PointToWorldSpace(localLedgePos)
local ledgeOffset = CFrame.lookAt(ledgePos, ledgePos - vaultCheck.Normal)
local magnitude = (ledgePos - head.Position).Magnitude
if magnitude < 4 then
if partCheck(ledgeOffset) then
canVault = false
--screen shake
camShake:Start()
local dashShake = camShake:ShakeOnce(.36, 12, 0, .5)
dashShake:StartFadeOut(.5)
--player follows this part(you dont exactly need it but it makes tweening the player when they move easier unless there is a better way to do this but idk)
ledgePart = Instance.new("Part")
ledgePart.Parent = workspace
ledgePart.Anchored = true
ledgePart.Size = Vector3.one
ledgePart.CFrame = ledgeOffset + Vector3.new(0, -2, 0) + ledgeOffset.LookVector * -1
ledgePart.CanQuery = false
ledgePart.CanCollide = false
ledgePart.CanTouch = false
ledgePart.Transparency = 1
--play anim and sound
grabAnim:Play()
playSound()
--connection while player is on a ledge
vaultConnection = RunService.RenderStepped:Connect(function(dt)
rootPart.Anchored = true
humanoid.AutoRotate = false -- so shift lock doesnt't rotate character
rootPart.CFrame = rootPart.CFrame:Lerp(CFrame.lookAt(ledgePart.Position, (ledgePart.CFrame * CFrame.new(0, 0, -1)).Position), .25)
humanoid:ChangeState(Enum.HumanoidStateType.Seated)
end)
end
end
end
end
end
elseif not canVault then
canVault = true
humanoid.AutoRotate = true
rootPart.Anchored = false
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
grabAnim:Stop()
--check if it exists and then disconnect
if vaultConnection then
vaultConnection:Disconnect()
end
if ledgePart then
ledgePart:Destroy()
end
end
end
--pc and console support
UserInputService.InputBegan:Connect(function(input, gp)
if (input.KeyCode == Enum.KeyCode.ButtonA or input.KeyCode == Enum.KeyCode.Space) then
PlayerStats:SetAttribute("HoldingLedge", false)
detectLedge()
end
end)
--pc and console support
UserInputService.InputBegan:Connect(function(input, gp)
if PlayerStats:GetAttribute("HoldingLedge") then
if (input.KeyCode == Enum.KeyCode.A) then
print("Pressed: Left")
elseif (input.KeyCode == Enum.KeyCode.D) then
print("Pressed: Right")
end
end
end)
--mobile support
if UserInputService.TouchEnabled and not UserInputService.KeyboardEnabled and not UserInputService.MouseEnabled and not UserInputService.GamepadEnabled and not GuiService:IsTenFootInterface() then
local jumpButton = player.PlayerGui:WaitForChild("TouchGui"):WaitForChild("TouchControlFrame"):WaitForChild("JumpButton")
jumpButton.Activated:Connect(function()
PlayerStats:SetAttribute("HoldingLedge", false)
detectLedge()
end)
end
And here is the snip bit that i believe is causing the issue. Mainly because when i modify it, it changes a lot of the system:
humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
if (humanoid.MoveDirection:Dot(camera.CFrame.RightVector) > -.9) and not canVault and canMove then
vaultMove(-vaultMoveNumber, "Right")
end
if (humanoid.MoveDirection:Dot(-camera.CFrame.RightVector) > -.9) and not canVault and canMove then
vaultMove(vaultMoveNumber, "Left")
end
end)
I have changed the .9 to -.9 since it started working and it allows the turning to work.