Small bug with Sprinting System

Go with Q and/or Del for your sprint, if you want to keep the shift lock. About your only real choice.

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Its more natural to leave shift as sprint key, and rebind shift lock to another key. Sprint will likely be used much more than shift lock, so it should get priority in terms of keybinds.

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Shift was never a sprint key, natural would be to leave it as is. For me the natural key would be del. That’s why I just bind them all as I don’t use that shift option. He has every choice now, so It’s up to him.

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Have you ever played any sort of FPS or roblox game? Shift is almost always sprint by default in any game. Even if you google most common sprint key, AI tells you shift. Thats why I say its natural.

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I don t want to get off subject here … Been a gamer and game developer for a long time. I meant the shift is used already by Roblox.

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You’d be better off changing the shift lock key rather then the sprinting key in instances like this, you don’t want to confuse your player base.

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this seems to moreso be a problem about finding the right keybind rather than fixing an existing code
i suggest you mark the post that helped the most as the solution and make a new topic in #help-and-feedback:game-design-support if you need anymore help

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This question isn’t even about what keys to use …

UserInputService.InputBegan:Connect(function(input, processed)
	if input.KeyCode == Enum.KeyCode.LeftControl then
		if Energy.Value > 10 then
			isRunning = true
			TweenService:Create(Humanoid, TweenInfo.new(0.5, Enum.EasingStyle.Linear), {WalkSpeed = 25}):Play()
			TweenService:Create(PlayerCamera, TweenInfo.new(0.5, Enum.EasingStyle.Sine), {FieldOfView = SprintingFOV}):Play()
			task.spawn(function()
				while isRunning and Energy.Value > 0 do
					Energy.Value -= 1
					task.wait(Rate)
					if Energy.Value <= 10 then break end
				end
				isRunning = false
			end)
		end
	end
end)

UserInputService.InputEnded:Connect(function(input)
	if input.KeyCode == Enum.KeyCode.LeftControl then
		isRunning = false
		local targetSpeed = HRP:FindFirstChild("Speed Sparkles") and 20 or 16
		TweenService:Create(Humanoid, TweenInfo.new(0.5, Enum.EasingStyle.Linear), {WalkSpeed = targetSpeed}):Play()
		TweenService:Create(PlayerCamera, TweenInfo.new(0.5, Enum.EasingStyle.Sine), {FieldOfView = OriginalFOV}):Play()
		task.spawn(function()
			while not isRunning and Energy.Value < 100 do
				Energy.Value += 1
				task.wait(Rate)
			end
		end)
	end
end)

I rebuild these, give it a shot. Good luck with your game.

dude it only happens in studio because CTRL + WASD sorts through objects in studio, unfocusing the game. That’s why your able to move again after unpressing ctrl. Use my code :joy:

It sets it to shift while in studio to bypass the CTRL (since it unfocuses game) only for STUDIO. It will be CTRL while in an actual game so you can debug.

Oh wait it only happens in studio? Ah alr

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