Problem with BodyVelocity

I’m trying to make a kart jump via bodyvelocity. But bodyvelocity puts all other velocities to a halt. Is there a way to prevent this or is there a bodyvelocity alternative that does not put other velocities to a halt?


In this video, when the kart "jumps, " it loses all of its other velocities.

Code:

JumpRemote.OnServerEvent:Connect(function(plr) -- You can edit what happens when this fires if you want
	if not plr.PlayerGui:FindFirstChild("A-Chassis Interface") then return end --Check if player is in the vechicle

	local Vehicle = plr.PlayerGui:FindFirstChild("A-Chassis Interface").Car.Value
	if not Vehicle.DriveSeat:FindFirstChildOfClass("Weld") then return end
		
	--Make parts massless
	for i, instance:Instance in pairs(Vehicle:GetDescendants()) do
		if instance:IsA("BasePart") or instance:IsA("MeshPart") then
			if not instance.Massless then
				instance.Massless = true
				
				task.delay(1, function()
					instance.Massless = false
				end)
			end
			if instance.Parent.Name == "Wheels" then
				--Apply BodyVelocity
				local JumpVelocity = Instance.new("BodyVelocity") -- didn't use second arg bc a roblos staff proved that you shouldn't
				JumpVelocity.Velocity = Vector3.new(0, JumpForce, 0)
				JumpVelocity.Parent = instance

				Debris:AddItem(JumpVelocity, 0.1) -- No more velocity
			end
		end
	end
end)
1 Like

Well, because your not adding the forces already being applied to the car to the JumpVelocity, you only have it on the Y Axis

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.