Tips to make this ability smoother

Is there any tips that I can elevate the smoothness of this move shown?

Preview :

Preview I want to achieve :

Code :

llocal p1 = HumanoidRootPart.Position
local p2 = (HumanoidRootPart.CFrame *CFrame.new(0,50,-Stats.TravelRange * 0.5)).p
local p3 = (HumanoidRootPart.CFrame *CFrame.new(0,-3,-Stats.TravelRange)).p

local bodyVel = Instance.new("BodyVelocity", HumanoidRootPart)
bodyVel.MaxForce = Vector3.new(math.huge,math.huge,math.huge)

for t = 0, 1, 0.025 do
    local pos = quadBezier(p1,p2,p3,t + 0.05)

    local attachment = Instance.new("Attachment", workspace.Baseplate)
    attachment.WorldPosition = pos
    attachment.Visible = true

    --TweenService:Create(HumanoidRootPart, TweenInfo.new(.05), {Position = pos}):Play()
    bodyVel.Velocity = CFrame.new(HumanoidRootPart.Position, pos).LookVector * Stats.TravelVelocity

    task.wait(Stats.TravelTick)
end

spawn(function()
    repeat
        wait()

        local pos = quadBezier(p1,p2,p3,1)
        bodyVel.Velocity = CFrame.new(HumanoidRootPart.Position, pos).LookVector * Stats.TravelVelocity

    until not bodyVel
end)

2 Likes

First off, BodyVelocities are deprecated so use something like a LinearVelocity instead. I think something that could make it feel better is having the player gain speed during the arc movementβ€β€β€Ž β€Ž:P

EDIT
In the preview, the player also crouches down before jumping, adding some weight to it.β€β€β€Žβ€β€β€Žβ€

2 Likes

i think the player is going further and slower than in the example video. maybe try using exponential increase for tweening the velocity? so it has the illusion of acceleration?

it’s usually the little things that make it all come together, so try things like that.

2 Likes

Replace wait() with stepped wait

1 Like

What us the crater module you use