Speed hacks bug after animation

After I play an animation that moves the character’s Torso far away from the HumanoidRootPart you can jump backswards and basically have speed hacks. I already tried Torso.RootPriority but it’s very inconsistent. Playing the animation on a clone of the original character isn’t a viable way for my game. If someone knows any solution to this bug it would be very useful because I’ve been dealing with this bug for months.

Video of what I’m trying to say: https://youtu.be/g6ys06tkEpI

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move the torso back very quick on the last frame of the animation your rootpart is highly dependent on your torso for most movement

Did you reset all properties, stop all animation and didn’t forget to delete any instance in the character?

Yes, I did but it’s still the same.

I already tried this but it’s not working.

i think the torso is the one that is animated so you gotta set the HumanoidRootPart position to the torso?

I already tried that and it doesn’t work.

After some time I finally found a solution. Basically, when the animation ended (AnimationTrack.Ended), you create a new part, parent it somewhere in the workspace, weld it to the character’s humanoidrootpart and destroy it after a renderstep (all this locally). Here’s an example:

local RunService = game["Run Service"]

local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()		
local HumRP: BasePart = Character:WaitForChild('HumanoidRootPart', 5) or Character:FindFirstChild('HumanoidRootPart')	

if not HumRP then return end

local Part = Instance.new("Part")
Part.Massless = true
Part.Anchored = false
Part.Size = Vector3.zero
Part.Material = Enum.Material.SmoothPlastic
Part.Transparency = 1
Part.EnableFluidForces = false
Part.CastShadow = false
Part.CanCollide = false
Part.CanTouch = false
Part.CanQuery = false
Part.Parent = Character

local Weld = Instance.new("Weld")
Weld.Parent = Part
Weld.Part0 = HumRP
Weld.Part1 = Part

RunService.RenderStepped:Wait()

Part:Destroy()

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