I’m currently trying to replicate the Knockback effect on the game SoulShatters.
Link here; SoulShatters Test Place [FIXED] - Roblox
However I’m unsure how they exactly did it, as everything I’ve tried dosent come close to it.
The knockback in their game shoots off the player at a constant speed, before falling too the ground with a recovery animation afterwards. (The knockback also allows them to get stuck on walls, although I’m not going to try that.)
Does anyone know how to replicate a similar effect? I’m currently using body positions and it’s unpredictable at times and dosent work well with constant speeds. It would be a huge help, thanks.
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make a new bodyforce and change the velocity of the players HumanoidRootPart.
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I’ve been doing that, it dosent give the effect I want, in order to get the RootPart to move, the force is so high that they don’t have very long air time, they just basicly get flung and then stop.
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Do you think TweenService or Lerping could be a good solution? You could use whatever EasingStyle or formula you want to get the desired knockback.
By using math and manually setting the CFrame of the HumanoidRootPart, you get more control over the characters movement, than letting roblox physics handle it.
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change the bodyforce to around 190 and the velocity to somewhere around 80 it should work and give a good amount of air time (haven’t tested much on players)
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You could just make the who fling effect an animation; create a brick on all surfaces for when a person is currently touching the brick and the current animation is playing.
Might wanna use touchintrest for this one, if you want to know more on how to use a event called touched, go here: BasePart | Documentation - Roblox Creator Hub
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I used tweenservice with cframe and it seemed to do the job. Although it poses other issues in my code, I’ll mark it as the solution sense this is basicly all I was talking about. Thanks for the feedback.
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