Player flinging when touching void

When the player touches the void after being launched by a bomb, they just bounce on the void.

local direction = (humanoidRootPart.Position - flingExplosion.Position).Unit
local forceMagnitude = (touchedPlayer == owner and bombPower)
local impulse = direction * forceMagnitude * humanoidRootPart.AssemblyMass
humanoidRootPart:ApplyImpulse(impulse)

This is how the player is flung. I have no clue why is this happening

I have also tried completely stopping the player’s momentum, and nothing happened. This only happens if you enter the void from the bomb’s explosion

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What about making an artificial void? such as checking if the y value of the rootpart is lower than what you want and kill them?

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That would probably work, but I feel like it’s a bandage to the actual problem at hand. Also, I am not working on the full game so I am not sure if that would be viable in the game.

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I was going to say make it a feature lmao, make the artificial void but use EZ ragdoll on the player when it’s touched.

If they bounce regardless, it’ll look funny

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That would be pretty funny lmao, but I wish there was a proper solution. I will probably just add a fake void to kill the player

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I mean it has been around for years yk? such as doomspire brickbattle, sometimes in that game you bounce off the void

Yeah, but this happens so consistently, and only because of the bomb, so I am really confused

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If you want an actual solution, I can say the problem is with the impulse obviously. Have you considered using something simple like a linear velocity? I actually don’t use any of the sort myself, so I may be using the wrong term.

Something in that category, though :sweat_smile:

Edit: In my game, punches can throw you off the baseplate, and when they do, they don’t bounce you like that. I simply set the humanoid state to fallingdown, maybe you could try doing that if it doesn’t impact the game too much? (I also use applyimpulse)

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Yeah, its entirely related to the impulse. I tried using just the explosion to fling the player and nothing happened. Pretty annoying ngl.

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I switched to body velocities, and it works fine now

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Shower thoughts: Is the void an object :thinking:

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A question to be thought of indeed

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great, I should try using forces other than applyimpulse, it seems theres a new problem with it every other week

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This post reminded me of a weird bug of when you touch objects/players they get flung lol
(It doesn’t also spin the character)

Pretty cool bug :+1:

local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer

game:GetService("RunService").Heartbeat:Connect(function()
    if LocalPlayer.Character then
        local Char = LocalPlayer.Character
        local Root = Char:FindFirstChild("HumanoidRootPart") or Char:FindFirstChild("Torso") or Char:FindFirstChild("UpperTorso")
        if Root then
            local OriginalVelocity = Root.Velocity

            Root.Velocity = Vector3.new(10000, 10000, 10000)

            game:GetService("RunService").RenderStepped:Wait()
            Root.Velocity = OriginalVelocity

            game:GetService("RunService").Stepped:Wait()
        end
    end
end)

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