Hi guys,
I am using a very complicated system which I have been building a game around.
Basically the issue that I am having is stemming from this code:
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
humanoid.Jump = true
humanoid.StateChanged:Connect(function(old,new)
if new == Enum.HumanoidStateType.Jumping then
print("JumpCon changed noticed")
while humanoid:GetState() == Enum.HumanoidStateType.Jumping do
Controller.GravityUp = Vector3.new(0,1,0)
print("jumpCon gravity forced")
wait()
if humanoid:GetState() == Enum.HumanoidStateType.Landed then
humanoid.PlatformStand = true
break
end
end
elseif new == Enum.HumanoidStateType.Freefall then
Controller.GravityUp = Vector3.new(0,1,0)
wait()
elseif new == Enum.HumanoidStateType.Landed then
humanoid.PlatformStand = true
end
end)
As you can see this code is making the player jump and is ensuring that their gravity is normal until they land.
This issue that I am having is that the two print functions
within this code are seemingly stacking every time the player jumps.
Here is a screenshot of my output:
(please try to ignore the other prints in the output, only looking at the two Prints from the code)
In the screenshot at the very top you can that the print functions are only printed once each.
Going down the screenshot, it basically adds two more prints
every time the player jumps.
Would somebody be able to tell me why this happening and how I can stop this?