Hello everyone I’ve encountered a pretty weird issue, after I swing my weapon my character cant really jump, they still can but its like they are weighted down by something. Moreover it only occurs when I use a StarterCharacter, if I just use the default character it works just fine. Anyone know why this is happening.
My Script doesn’t really do anything to the characters jumping so I don’t know why this could be happening, below is the snippet of code for the sword swings.
elseif Input == Enum.UserInputType.MouseButton1 then
if SwingDebounce == false and WeaponSheathed == false and char.VariableFolder.Rolling.Value == false and char.VariableFolder.Stunned.Value == false and SheatheDebounce == false and char.VariableFolder.Parrying.Value == false then
SwingDebounce = true
local RunningAttack = false
local CurrentPushForce = RunningAttackPushForce
if char.VariableFolder.Sprinting.Value == true then
char.MovementSystem.SprintScript.StopSprint:FireClient(plr)
script.RunningAttack:FireClient(plr,RunningAttackDuration,RunningAttackPushForce,RunningAttackSlowdownAmount,RunningAttackLingerTime)
RunningAttack = true
end
char.VariableFolder.Swinging.Value = true
char.VariableFolder.CanSprint.Value = false
Weapon.Trail.Enabled = false
if CurrentAnimTrack ~= nil then
CurrentAnimTrack:Stop()
end
for i,v in pairs(char.Humanoid:GetPlayingAnimationTracks()) do
if v.Name == "ParriedAnimation" or v.Name == "ParryAnim" or v.Name == "AttemptParryAnim" or v.Name == "BlockAnim" or v.Name == "Hit1" or v.Name == "Hit2" or v.Name == "Hit3" then
v:Stop()
end
end
char.VariableFolder.Blocking.Value = false
BlockDebounce = false
local FinalSwing = false
local ResetCombo = ContinueCombo(char,ResetComboTime)
if ResetCombo == true then
SwingNum = 1
end
SwingNum, FinalSwing = SetCombo(SwingNum,FinalSwing,RunningAttack)
CurrentAnimTrack:AdjustSpeed(SwingSpeed)
CurrentAnimTrack.KeyframeReached:Connect(function(Keyframe)
if Keyframe == "StartTrail" and StartTrailDebounce == false then
StartTrailDebounce = true
if Weapon ~= nil then
Weapon.Trail.Enabled = true
end
local SwingSound = game.ReplicatedStorage.Effects.Sounds.Combat.SwingSounds.HeavySwingSound:Clone()
SwingSound.Parent = Weapon
if SwingNum == 2 then
SwingSound.PlaybackSpeed = 0.8
elseif SwingNum == 3 then
SwingSound.PlaybackSpeed = 0.85
elseif SwingNum == 4 then
SwingSound.PlaybackSpeed = 0.8
elseif SwingNum == 1 then
SwingSound.PlaybackSpeed = 0.75
end
SwingSound:Play()
Debris:AddItem(SwingSound,5)
task.wait()
StartTrailDebounce = false
end
if Keyframe == "HitStart" and HitStartDebounce == false then
HitStartDebounce = true
local Params = OverlapParams.new()
Params.FilterType = Enum.RaycastFilterType.Exclude
Params.FilterDescendantsInstances = {char}
local HitList = workspace:GetPartBoundsInBox(char.HumanoidRootPart.CFrame * CFrame.new(Vector3.new(0,0,-Range / 2)),Vector3.new(Range + 4,8,Range),Params)
local AlreadyHitList = {}
for i, Part in ipairs(HitList) do
if Part.Parent:FindFirstChild("Humanoid") and Part.Parent:FindFirstChild("VariableFolder") and Part.Name ~= "Weapon" then
if not table.find(AlreadyHitList, Part.Parent) then
table.insert(AlreadyHitList,Part.Parent)
coroutine.resume(coroutine.create(function()
local Hitstun = CombatFunctions.OnSuccessfulHit(Part,FinalSwing,CurrentAnimTrack,Damage,PostureDamage,SwingSpeed,HitIFrames,char)
if Hitstun == true then
CombatFunctions.HitStun(Part.Parent, 0.5)
end
end))
end
end
end
task.wait()
HitStartDebounce = false
end
if Keyframe == "EndSwing" and EndSwingDebounce == false then
OnSwingEnd(FinalSwing,false)
end
if Keyframe == "StopTrail" and StopTrailDebounce == false then
StopTrailDebounce = true
if Weapon ~= nil then
Weapon.Trail.Enabled = false
end
task.wait()
StopTrailDebounce = false
end
end)
end
Any help would be greatly appreciated!