I used one of the scripts and I keep getting this error on line 55
“moveVelocity = math.lerp( moveVelocity, targetMoveVelocity, math.clamp(dt * moveAcceleration, 0, 1) )”
14:30:17.548 Players.Varsyte.PlayerScripts.MovementControl:55: attempt to call a nil value - Client - MovementControl:55
This is the code:
local RunS = game:GetService("RunService")
local InputS = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local camera = game.Workspace.CurrentCamera
local character = player.Character or player.CharacterAdded:Wait()
local targetMoveVelocity = Vector3.new()
local moveVelocity = Vector3.new()
local moveAcceleration = 8
player.CharacterAdded:Connect(function(_character)
character = _character
end)
local walkKeyBinds = {
Forward = { Key = Enum.KeyCode.W, Direction = Enum.NormalId.Front },
Backward = { Key = Enum.KeyCode.S, Direction = Enum.NormalId.Back },
Left = { Key = Enum.KeyCode.A, Direction = Enum.NormalId.Left },
Right = { Key = Enum.KeyCode.D, Direction = Enum.NormalId.Right }
}
local function getWalkDirectionCameraSpace()
local walkDir = Vector3.new()
for keyBindName, keyBind in pairs(walkKeyBinds) do
if InputS:IsKeyDown(keyBind.Key) then
walkDir += Vector3.FromNormalId( keyBind.Direction )
end
end
if walkDir.Magnitude > 0 then --(0, 0, 0).Unit = NaN, do not want
walkDir = walkDir.Unit --Normalize, because we (probably) changed an Axis so it's no longer a unit vector
end
return walkDir
end
local function getWalkDirectionWorldSpace()
local walkDir = camera.CFrame:VectorToWorldSpace( getWalkDirectionCameraSpace() )
walkDir *= Vector3.new(1, 0, 1) --Set Y axis to 0
if walkDir.Magnitude > 0 then --(0, 0, 0).Unit = NaN, do not want
walkDir = walkDir.Unit --Normalize, because we (probably) changed an Axis so it's no longer a unit vector
end
return walkDir
end
local function updateMovement( dt )
local humanoid = character:FindFirstChild("Humanoid")
if humanoid then
local moveDir = getWalkDirectionWorldSpace()
targetMoveVelocity = moveDir
moveVelocity = math.lerp( moveVelocity, targetMoveVelocity, math.clamp(dt * moveAcceleration, 0, 1) )
humanoid:Move( moveVelocity )
end
end
RunS.RenderStepped:Connect(updateMovement)