Simple Sprint + Sliding Mechanic

I’ve created a simple sprinting and sliding mechanic that can be easily incorporated into your game.

Features:

  • Press Shift to Sprint
  • Press C to Slide
  • Sliding gradually slows down over time
  • Sliding halts when the player encounters a wall in front.

How to Use:

  1. Copy the code below.
  2. Insert this code into a local script.
  3. Place the Local Script in Game > StarterPlayer > StarterCharacterScripts.
  4. Enjoy!

How to Create an Animation:

  1. First, create a default dummy.
  2. Next, open the animator and create a basic sliding idle position. (Use only one keyframe for this.)
  3. In the animator, click the three dots and select “Set Animation Priority”, then set it to “Movement”.
  4. In the animator, click the three dots and select “Import”.
  5. Replace the old id in the code with the new id from the import.

I am lazy so I used chatgpt for the comments
Code:

-- Initialization of constants and services
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

-- Player related constants
local PLAYER = Players.LocalPlayer
local CHARACTER = PLAYER.Character or PLAYER.CharacterAdded:Wait()
local HUMANOID = CHARACTER:WaitForChild("Humanoid")
local ROOT_PART = CHARACTER:WaitForChild("HumanoidRootPart")

-- Reset camera offset
HUMANOID.CameraOffset = Vector3.new(0, 0, 0)

-- Animation setup
local ANIMATION_ID = "rbxassetid://14138121674" -- replace with your animation id
local animation = Instance.new("Animation")
animation.AnimationId = ANIMATION_ID
local animationTrack = HUMANOID:LoadAnimation(animation)

-- Sliding related variables
local isSliding = false
local slideStartTime = 0
local SLIDE_DURATION = 1 -- Slide for at least 1 seconds
local slideMultiplier = .6

-- Speed related constants
local SPRINT_SPEED = 25 -- Change to your preferred sprint speed
local WALK_SPEED = 16 -- Change to your preferred walk speed

-- Function to stop slide
local function stopSlide()
	if isSliding then
		isSliding = false
		if ROOT_PART:FindFirstChild("BodyVelocity") then
			ROOT_PART.BodyVelocity:Destroy()
		end
		HUMANOID.CameraOffset = Vector3.new(0, 0, 0)
		animationTrack:Stop() -- stop the animation
	end
end

-- Function to start slide
local function startSlide()
	if HUMANOID:GetState() ~= Enum.HumanoidStateType.Freefall and ROOT_PART.Velocity.Magnitude > 5 then
		if isSliding then
			stopSlide()
		else
			isSliding = true
			slideStartTime = tick()
			local bodyVelocity = Instance.new("BodyVelocity")
			bodyVelocity.Velocity = Vector3.new(ROOT_PART.Velocity.X*2, 0, ROOT_PART.Velocity.Z*2)
			bodyVelocity.MaxForce = Vector3.new(math.huge, 0, math.huge)
			bodyVelocity.Parent = ROOT_PART
			HUMANOID.CameraOffset = Vector3.new(0, -2, 0)
			animationTrack:Play() -- play the animation
		end
	end
end

-- Listen to key inputs and manage character actions
UserInputService.InputBegan:Connect(function(input)
	if input.KeyCode == Enum.KeyCode.C then
		startSlide()
	elseif input.KeyCode == Enum.KeyCode.Space then
		stopSlide()
	elseif input.KeyCode == Enum.KeyCode.LeftShift then
		HUMANOID.WalkSpeed = SPRINT_SPEED
	end
end)

UserInputService.InputEnded:Connect(function(input)
	if input.KeyCode == Enum.KeyCode.LeftShift then
		HUMANOID.WalkSpeed = WALK_SPEED
	end
end)

-- Set up raycast parameters
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
raycastParams.FilterDescendantsInstances = {CHARACTER}

local RunService = game:GetService("RunService")
game:GetService("RunService").Heartbeat:Connect(function()
	-- Define the directions for the raycasts
	local directions = {
		left = CFrame.Angles(0, math.rad(-22.5), 0),
		center = CFrame.new(),
		right = CFrame.Angles(0, math.rad(22.5), 0),
	}

	-- Cast rays from the head and rootPart in each direction
	local rays = {}
	for direction, rotation in pairs(directions) do
		rays[direction] = {
			top = workspace:Raycast(ROOT_PART.Position + Vector3.new(0,3,0), (ROOT_PART.CFrame * rotation * CFrame.new(0,3,0)).LookVector * 9, raycastParams),
			bottom = workspace:Raycast(ROOT_PART.Position, (ROOT_PART.CFrame * rotation).LookVector * 9, raycastParams)
		}
	end

	-- Check if the rays in any pair hit the same part
	local anyPairMatches = false
	for _, rayPair in pairs(rays) do
		if rayPair.top and rayPair.bottom and rayPair.top.Instance == rayPair.bottom.Instance then
			anyPairMatches = true
			break
		end
	end

	-- Update the properties of the new part based on whether any pair matches
	if anyPairMatches then
		slideMultiplier = 2
	else
		slideMultiplier = .6
	end
end)


HUMANOID.StateChanged:Connect(function(oldState, newState)
	if newState == Enum.HumanoidStateType.Jumping then
		stopSlide()
	end
end)


while wait(0.1) do
	if isSliding then
		local elapsedTime = tick() - slideStartTime
		if elapsedTime >= SLIDE_DURATION then
			stopSlide()
		else
			local slideProgress = elapsedTime / SLIDE_DURATION*slideMultiplier
			if ROOT_PART:FindFirstChild("BodyVelocity") then
				ROOT_PART.BodyVelocity.Velocity = ROOT_PART.BodyVelocity.Velocity * (1 - slideProgress)
			end
		end
	end
end
19 Likes

the chatgpt for the comments is crazy :skull:

9 Likes

ChatGPT for the actual scripts ok, but the COMMENTS! Goddamn!

3 Likes

Eventually it’s the upside down use of ChatGPT, supposed to use it for the scripts and yourself for comments.

1 Like

Bro probably made an entire game off chat gbt and went like

local DoorService = game:GetService("DoorService")
9 Likes

I’ll have to try this out! Sounds like it would be great in a Survival Game!

Especially ones where you get chased by monsters… #HorrorSurvival

1 Like