I just figured out!
Include jumping along with the freefall on the loop, like this:
while Humanoid:GetState() == Enum.HumanoidStateType.Freefall or Humanoid:GetState() == Enum.HumanoidStateType.Jumping do
I just figured out!
Include jumping along with the freefall on the loop, like this:
while Humanoid:GetState() == Enum.HumanoidStateType.Freefall or Humanoid:GetState() == Enum.HumanoidStateType.Jumping do
Do i also add it here?
local function StateHandler(Old, New)
if New == Enum.HumanoidStateType.Freefall then
WallJump()
end
end
Yes so that wall jumping can feel more responsive.
Like this, right? Just making sure
local function StateHandler(Old, New)
if New == Enum.HumanoidStateType.Freefall or New == Enum.HumanoidStateType.Jumping then
WallJump()
end
end
Yes, just like with the loop. I believe this will solve your issue.
We’re so dang close, it allows the player to WallJump on another wall only when he’s in the Jumping state it seems
Add a new variable that’s called OnAir and set it to false, like this: local OnAir = false.
Then on the StateHandler, you’ll do this:
local function StateHandler(Old, New)
if (New == Enum.HumanoidStateType.Freefall or New == Enum.HumanoidStateType.Jumping) and not OnAir then
OnAir = true
WallJump()
OnAir = false -- This is yielded due to the loop, as in, setting it to false upon landing.
end
end
Also be aware with the magnitude check, which is:
local Distance = (Root.Position - Part.Position).Magnitude
if Distance <= 6 then
NearWall = Part
break
else
NearWall = nil
end
I tested this and found out that wall jumping doesn’t work when you’re far away from the wall’s center. This can be a problem if the wall is really big. Instead do this:
for _, Part : Part in ipairs(Parts) do
if Part:HasTag("Wall Jump") then
NearWall = Part
break
else
NearWall = nil
end
end
(Had to repost the comment cuz i put the wrong video) ok, so, thank u so much, it finally works. This was a pain!!!
Glad that I could help you. Be sure to mark solution to any of my posts to let others know that the problem has been solved! ![]()
Maybe you should mark solution to the post where I figured out the problem as it helped the most. Wasn’t for that we’d have been stuck diagnosing the problem. ![]()
Yeah, that’s a really good idea ![]()
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