I have run into an issue where whenever the player is Sprinting and presses Space to Jump, the character will only Jump sometimes.
It is kind of hard for me to explain clearly, but there is maybe a 50/50 chance that the character actually jumps.
Here is the code from my sprinting script; I am guessing that it is just too simple right now?
local BoostSpeed = 28
local NormalSpeed = 16
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.LeftShift then
humanoid.WalkSpeed = BoostSpeed
end
end)
UIS.InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.LeftShift then
humanoid.WalkSpeed = NormalSpeed
end
end)
Well to begin with I am using Gravity Controller, which has changes made to the base Roblox PlayerModule and ControlModule.
^ This also effectively deactivated the base humanoidState system and replaced it with a custom one.
On top of that, I also have a DoubleJump and Charged Jump script:
Double Jump:
Summary
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local jump_multi = 1.3
function onJumpRequest()
if not character or not humanoid or not character:IsDescendantOf(workspace) then
return
end
if canDoubleJump and not hasDoubleJumped then
print("DOUBLE JUMP SHOULD HAVE HAPPENED-----------------------------------")
hasDoubleJumped = true
humanoid.JumpPower = oldPower * jump_multi
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
wait()
humanoid.PlatformStand = true
end
end
local function characterAdded(new)
hasDoubleJumped = false
canDoubleJump = false
oldPower = humanoid.JumpPower
State.Changed:Connect(function(old, new)
if State.Value == "onRunning" then
canDoubleJump = false
hasDoubleJumped = false
humanoid.JumpPower = oldPower
humanoid.PlatformStand = true
elseif State.Value == "onFreeFall" then
wait()
canDoubleJump = true
hasDoubleJumped = false
end
end)
end
if player.Character then
characterAdded(player.Character)
end
Charge Jump:
Summary
I had a similar issue in this post, where I when I was trying to create the Charged Jump, the Jump was not working at all.
^ You can see the solution to this was pretty complicated, and the Charged Jump was added directly into the ControlModule, as well as some of the Children Script under it being changed.
For reference, the test place for this is open sourced, so feel free to look through it, as I might have missed some changes.