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I’m remaking the squid scooter from isle and it’s going well. The only problem is that platform stand(which I use to prevent the auto stand up from messing with the scooter) prevents the character from jumping. Is there any way I can get around this?
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here is the non-moving squid scooter for context.
I’m pretty sure you can still jump with platformstand on, no? Maybe it’s because of a separate reason or jumppower being set to 0 which doesn’t allow the human to jump
This looks promising, needs some work however. Kind of faking a jump by just pushing them up.
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local rootPart = char:WaitForChild("HumanoidRootPart")
local UIS = game:GetService("UserInputService")
humanoid.PlatformStand = true
UIS.InputBegan:Connect(function(input, processed)
if processed or not humanoid or not rootPart then return end
if input.KeyCode == Enum.KeyCode.Space then
local jumpForce = Instance.new("BodyVelocity")
jumpForce.Velocity = Vector3.new(0, 50, 0)
jumpForce.MaxForce = Vector3.new(0, math.huge, 0)
jumpForce.Parent = rootPart
task.wait(0.2)
jumpForce:Destroy()
end
end)
--[[
-- if it's possible to let off the stand for a moment
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:FindFirstChildOfClass("Humanoid")
local UIS = game:GetService("UserInputService")
UIS.InputBegan:Connect(function(input, processed)
if processed or not humanoid then return end
if input.KeyCode == Enum.KeyCode.Space then
humanoid.PlatformStand = false
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
task.wait(0.1)
humanoid.PlatformStand = true
end
end)
--]]