Hello!
I am looking for a good r6 open source movement system (already with animations) . Can you tell me, what is the most commonly used system do you know?
I would definetely appreciate that!
what..?
I don’t even know what you’re trying to ask for- so here’s quake movement ported to luau?
local player = game.Players.LocalPlayer
local camera = workspace.CurrentCamera
local runservice = game:GetService("RunService")
local character = player.Character or player.CharacterAdded:Wait()
local rootPart = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
function vectorNormalize(wishVelocity:Vector3)
return wishVelocity.Magnitude, wishVelocity.Unit
end
function AirAccelerate(wishVelocity:Vector3, deltaTime:NumberValue)
local wishSpeed, wishVelocity2 = vectorNormalize(wishVelocity)
if wishSpeed > 1.5 then wishSpeed = 1.5 end
local flatVelocity = (rootPart.Velocity) * Vector3.new(1,0,1)
local currentSpeed = (flatVelocity + wishVelocity2):Dot(wishVelocity2)
local addSpeed = currentSpeed - wishSpeed
if addSpeed <= 0 then
return end
local accelSpeed = wishVelocity2.Magnitude * 150 * deltaTime
if accelSpeed > addSpeed then
accelSpeed = addSpeed end
rootPart.Velocity += accelSpeed*wishVelocity2
end
function getWishVelocity()
return (rootPart.Velocity * Vector3.new(1,0,1)).Unit * humanoid.WalkSpeed
end
runservice:BindToRenderStep("jump", Enum.RenderPriority.Character.Value, function(deltaTime:NumberValue)
if humanoid.Health > 0 and humanoid.FloorMaterial == Enum.Material.Air then
local velocity = getWishVelocity()
AirAccelerate(velocity, deltaTime)
elseif humanoid.Health <= 0 then
runservice:UnbindFromRenderStep("jump")
end
end)
Like do you mean an animation pack? Just search the toolbox.
Do you mean custom movement? Seriously this is confusing me so much.
2 Likes
Thank you! Your answer was just what i was looking for, haha, i didnt know exactly how to point it out, best wishes.
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