Wondering if there is anything with the humanoid to force this shown slipping behavior without changing the properties of specefic parts, I tried making parts of the character slippery and that didn’t seem to work. I can’t really find anything so I’m wondering if y’all know anything
Also, if you want to do that, you can just keep having a part that has custom slippery properties under the character and disable it by detecting the part underneath the character if its “Ice” or if its “Grass”.
yeah that was the plan if I couldn’t get any better ideas
For a sliding mechanic, I want people to keep momentum and slide across the floor, this was my first venture into that idea
Then you should probably stick with something simple like just making the part beneath slippery since the more moving parts there is ingame, the more lag it can cause.
Can you set the friction locally on each player for which the part needs to be slippery?
Humanoid movement is controlled by the Humanoid instance and baked into the engine. You’d need to decouple the keypress events to regular humanoid movement and control it yourself which would be quite the undertaking. To make matters worse, the Humanoid instance is notorious for being hard to work with. In this case I believe it will try to stop the character thinking that it is standing still so you’d have to remove the character’s Humanoid and rewrite all Humanoid functionality. Fun stuff.
P.S. did I mention that all developers love the Humanoid instance? Alternatively, you could use Luanoid which is a replacement for humanoids written in Lua. It works pretty well and wouldn’t be too hard to edit. The hardest part for your application would be keeping track of inertia and deciding the current force that can be applied in the walk direction from the possibly multiple parts below the character.
What method are you talking about that moving parts would cause more lag?
But yes, my next venture would be making parts dynamically slippery. Which I’m most likely just not going to mess with.
Probably what I’m going to do if I ever get around to further developing my idea
oh yes I know
I was thinking.
Maybe if you server side or locally (local recommended if that works better) check whenever a player touches the part, check in which direction the player is moving, then set the part’s velocity into that direction (like how conveyors are made, part must be anchored though, else it will launch itself into space).
If that doesn’t work then try setting the player’s Torso velocity/use BodyVelocities and remove them when the player is no longer touching the ice?
Could try one of those ideas, see what works best for you.
Trace a ray under the character and set the part’s humanoid is standing on friction to whatever you would need?
Hi, has anyone figured out a way to accomplish this? I’m trying to achieve the same effect, but don’t want to use a physical part under the player to do this :)!
I did not notice this was a 2 year old post, sorry for the bump :(!
I’m not sure it’s possible to make this a reality. All that remains is to detect parts under the character and make them slippery and, when changing the surface, return the previous surface to its previous, non-slip form.
Another option is to insert BodyVelocity into the character’s HumanoidRootPart and smoothly adjust the value of BodyVelocity or another mover object, provided that the player has stopped or started moving to achieve a slippery-like effect.