Oh, thank you so much. You’re an angel
Thanks a lot, I see so much Mario 64 references so I might even add this to Mario madness lol.
Awesome! This is great. I will probably look into the code and see how it works. I am pretty new to scripting (2 years) so I am still learning.
Does this happen to anyone else?
There’s an object called “(Player)'s Vehicle” that I’m pretty sure is charge of the dive move. Whenever I press play to test my game, this vehicle spawns and rolls away from the player, and causes the player to get shoved away whenever I get near it. However, the vehicle disappears after I do the dive move, and will then only appear when a dive is performed again.
Here’s a video:
robloxapp-20200621-1900008.wmv (3.6 MB)
Is there a way to fix this?
What do you mean by this. you cant even import the ID’S.
See this thread/answer:
Epic dude! good job, really liked this character controller
Thank you! I will definitely use this in the future. I have already plans to add this to my game ideas.
Hello, after a while of looking around I finally found THIS character torso “Lerp-like” movement, I’m quite new to scripting so I was wondering if anyone could help.
I need this movement for a game I am attempting to make, however I ONLY need the character moving/leaning, camera look at, Jumping (One jump) also the High jump and falling.
I’ve tried to edit the scripts but after a few hours I still couldn’t get it to work with only those. could anyone help?!
How did you do this?
Until now i still don’t know how to do this
EDIT: Nvm i made one
i guess i just have to try
I know this is an old, old post, but I’m having an issue.
I reuploaded and changed all the animations, but they all work except for CrouchIdle and CrouchRun. Can someone please let me know what I’m doing wrong?
Edit: Here’s a screenshot of what happens when you hold crouch.
Character just freezes up and stands there.
Edit 2: Fixed it! For anyone else having this problem, copy the ID of your reuploaded animation and place it into its respective place in the “Animate” LocalScript under StarterCharacterScripts.
lol this is so awesome! It reminds me a lot of Super Mario 64, good memories :') Really great module btw!
I love this! It’s really smooth and I think I may use this for something.
Since this work on Computer and on Xbox, how can you extend it for Mobile Users? I know you have to add some Buttons and Stuff like that but im not very well trusted with Stuff like that.
Man, do I love that game, It’s the perfect game to replicate in Roblox!
Do you guys think this can still work, I also wonder if this can work on R6?
I will use this for my 2.5D game
Please tell me how im to small brain to know how to…
this didn’t work for me still don’t see crouchidle and crouch run
can you tell me which controls the wall jump part?
tried to do it
and got a few errors
local function reflect(v, normal)
return -2*v:Dot(normal)*normal + v;
end
function moveSet:wallJump()
local hrpCF = self.hrp.CFrame;
local ray = Ray.new(hrpCF * CFrame.new(0, self.hrp.Size.y/2, 0).p, 4*hrpCF.lookVector);
local hit, pos, normal, material = game.Workspace:FindPartOnRay(ray, self.character);
if not (self.isWallJumpActive and self._canWallJump and self:inAir() and hit and (not self._lastWall or self._lastWall:Dot(normal) < 0)) then
return false;
end
self._isWallJumping = true;
self._canWallJump = false;
self._lastWall = normal;
self._totalWallJumpCount = self._totalWallJumpCount + 1;
self._jumpCount = 0;
self:jump(false);
local move = self.humanoid.MoveDirection;
move = (move:Dot(move) > 0 and move:Dot(normal) < 0) and move or hrpCF.lookVector;
self.humanControl:setMode(Enum.HumanoidControlType.Locked, reflect(move, normal));
local count = self._totalWallJumpCount;
delay(0.2, function()
if (self._totalWallJumpCount == count) then
self._isWallJumping = false;
self._canWallJump = true;
self.humanControl:setMode(Enum.HumanoidControlType.Default);
end
end)
return true;
end
self._isWallJumping = false;
self._canWallJump = true;
self._lastWall = nil;
self._totalWallJumpCount = 0;
self.isWallJumpActive = true;
function moveSet:wallJump()
local hrpCF = self.hrp.CFrame;
local ray = Ray.new(hrpCF * CFrame.new(0, self.hrp.Size.y/2, 0).p, 4*hrpCF.lookVector);
local hit, pos, normal, material = game.Workspace:FindPartOnRay(ray, self.character);
if not (self.isWallJumpActive and self._canWallJump and self:inAir() and hit and (not self._lastWall or self._lastWall:Dot(normal) < 0)) then
return false;
end