You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
I think most people experience the problem when making a Dash System with Front face of humanoidRootPart When, it wont dash normally when u enable or disbale shift-lock but some games make it work normally, So i want to know how to Make it dash normally when shift-lock is enable or disabled.
What is the issue? Include screenshots / videos if possible!
I need Help Making a Dash Like what is shown in this video notice it still dashes normally when u enabled/Disable Shift-lock I have No Clue how to achieve this. but i do know how to make a normal Dash. Normal Dash When Shift-lock Is Enabled or Disabled Video
Code I normally use to Make my dash Script:
Well i just use the HumanoidRootPart.Cframe.LookVector
Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.
Ok i just made this simple Script for this thread, cuz i thought most people would know of this problem when making dash script.
local player = game.Players.LocalPlayer
local char = script.Parent
local humanoid = char:WaitForChild(“Humanoid”)
local HumRP= char:WaitForChild(“HumanoidRootPart”)
local UIS = game:GetService(“UserInputService”)
local debris = game:GetService(“Debris”)
local Debounce = false
UIS.InputBegan:Connect(function(input,gpe)
if gpe then return end
if input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.W) and Debounce == false then
Debounce = true
local BV = Instance.new(“BodyVelocity”)
BV.Parent = HumRP
BV.MaxForce = Vector3.new(99999,99999,99999)
BV.Velocity = HumRP.CFrame.LookVector * 100
debris:AddItem(BV,0.3)
task.wait(1)
Debounce = false
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.S) then
local BV = Instance.new("BodyVelocity")
BV.Parent = HumRP
BV.MaxForce = Vector3.new(99999,99999,99999)
BV.Velocity = HumRP.CFrame.LookVector * -100
debris:AddItem(BV,0.3)
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.D) then
local BV = Instance.new("BodyVelocity")
BV.Parent = HumRP
BV.MaxForce = Vector3.new(99999,99999,99999)
BV.Velocity = HumRP.CFrame.rightVector * 100
debris:AddItem(BV,0.3)
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.A) then
local BV = Instance.new("BodyVelocity")
BV.Parent = HumRP
BV.MaxForce = Vector3.new(99999,99999,99999)
BV.Velocity = HumRP.CFrame.rightVector * -100
debris:AddItem(BV,0.3)
end
--//Services
local Players = game:GetService("Players")
local UIS = game:GetService("UserInputService")
--//Variables
local player = Players.LocalPlayer
local char = script.Parent
local humanoid = char:WaitForChild("Humanoid")
local HumRP= char:WaitForChild("HumanoidRootPart")
--//Controls
local Debounce = false
--//Functions
local function CreateBodyVelocity(velocity, parent)
local BV = Instance.new("BodyVelocity")
BV.MaxForce = Vector3.one * 99999
BV.Velocity = velocity
BV.Parent = parent
task.delay(0.3, function()
BV:Destroy()
end)
end
UIS.InputBegan:Connect(function(input,gpe)
if gpe then
return
end
if input.KeyCode == Enum.KeyCode.Q and UIS.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
CreateBodyVelocity(HumRP.CFrame.LookVector * 100, HumRP)
return
end
if input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.W) and not Debounce then
Debounce = true
CreateBodyVelocity(HumRP.CFrame.LookVector * 100, HumRP)
task.wait(1)
Debounce = false
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.S) then
CreateBodyVelocity(HumRP.CFrame.LookVector * -100, HumRP)
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.D) then
CreateBodyVelocity(HumRP.CFrame.RightVector * 100, HumRP)
elseif input.KeyCode == Enum.KeyCode.Q and UIS:IsKeyDown(Enum.KeyCode.A) then
CreateBodyVelocity(HumRP.CFrame.RightVector * -100, HumRP)
end
end)
ForwardDash = Humanoid:WaitForChild("Animator"):LoadAnimation(game.ReplicatedStorage:WaitForChild("Animations"):WaitForChild("Dash"):WaitForChild("YourAnimation")) -- Make sure to make your own Animation
Then add:
AnimsTable.ForwardDash:Play() -- Make sure to change the ForwardDash according to which key your pressing