I’m having issues where my StateChange on the Humanoid is a little bit buggy, due to my character bounching when they land, so its printing like
Jumping
Freefall
Landed
Freefall
Landed
per jump
mob.Humanoid.StateChanged:Connect(function(old, new)
--// TODO State change
-- Jumping (sound + jump animation)
-- Freefall (reverse animation)
-- Landing (sound + particles)
if new == Enum.HumanoidStateType.Jumping then
print("Jumping")
elseif new == Enum.HumanoidStateType.Freefall then
print("Freefall")
elseif new == Enum.HumanoidStateType.Landed then
print("Landed")
end
end)
Although I’d imagine slime monsters are generally bouncy So an alternative solution is to make your own .Jumping .FreeFall and .Landed states, or make new ones that have there own specials conditions on when to change
Also density is mostly stuff relating to water so not really a good property to mess with here