hello! im creating a advanced movement system and im adding details now, one of the details i’d like added is when you jump then land it goes like up and down, if you know what i mean lol. i know theres a forum about this, i just couldnt wrap my head around how to implement it into my code.
I don’t really know how you’d make it but I think you could probably get an ok effect by adding AssemblyLinearVelocity to the HumanoidRootPart after they’ve touched the ground again
example
local Humanoid = …
local HumanoidRootPart = …
-- detect the jump
Humanoid.StateChanged:Connect(function(state)
if state == Enum.HumanoidStateType.Landed then
-- apply AssemblyLinearVelocity
HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(0, 5, 0)
end
end)
this is just an example. it probably doesn’t work / doesn’t work well
local Humanoid = …
local HumanoidRootPart = …
-- detect the jump
Humanoid.StateChanged:Connect(function(state)
if state == Enum.HumanoidStateType.Landed then
-- apply AssemblyLinearVelocity
HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(0, 5, 0)
end
end)
and I’m gonna add my code section from my first post here
In this one I basically re-wrote Cbob made by IAmDevForumMember. It’s a solid routine. I’ve added a wide range of options and clamped everything from over doing it. dxxmed is right about the main settings. Basically it lerps and the intensity grows with velocity. Posted this awhile back but it’s still super smooth. Having the intensity change with velocity is why all the math.