LinearVelocity flinging the character

I want to modify my script so that the velocity doesn’t fling my character like in the video below:

I know this is possible because I’ve seen it done many times in different games, most notably The Strongest Battlegrounds =


I looked many times for solutions on here, but I didn’t find any. some said to disable the ragdoll humanoid state, others said to change maxvelocity and nothing worked. Maybe I just did it wrong. Is there another way other than linearvelocity? I’m really stuck on this one.

	track:GetMarkerReachedSignal("Start"):Wait()
	speed = startSpeed
	active = bv
	hum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
	bv.ForceLimitMode = Enum.ForceLimitMode.PerAxis
	bv.MaxAxesForce = Vector3.new(100000, 0, 100000)
	bv.VectorVelocity = Vector3.zero
	bv.Parent = hrp
	bv.Attachment0 = hrp.RootAttachment
2 Likes

It only flinged you when you collided with an anchored NPC. Can you collide with players in Strongest Battlegrounds?

you can, but I’m guessing you could use collisiongroups while the player is moving, although I’m pretty sure it happens with small parts too. (like the fence in the strongest battlegrounds)

I agree with him, maybe you can stop/limit the force with a Raycast or something.

You possibly can also make it so if the player goes into the state “FallingDown” or “Ragdoll” you change it to another state like “None.” I dont know if this would still work though nor look good but this is just an idea,

Disable the FallingDown humanoid state with Humanoid:SetStateEnabled()