I have a dash system that works fine. But when I jump after the dash, the HumanoidRootPart velocity increases. The dash system uses Linear Velocity. Here´s an example
Forget me if I’m wrong, but I don’t see the code anywhere, related to the problem? Could you please provide that😁
Theres a linear velocity inside an attachment that’s inside the character Humanoid Root Part
When dash is activated:
linearVelocity.VectorVelocity = direction * 60
But the problem is that when I jump the Humanoid Root Part velocity increases( not the linear velocity)
try
linearVelocity.VectorVelocity = direction * Vector3.new(60,0,60)
It’s not that the Vector Velocity Y is being multiplied. It’s the own roblox that does this.
Would you like the player to jump high into the air? Or just forward? Also send your code that moves the player.
I want the player to move forward, but if I jump right when the linear velocity is disabled the Humanoid Root Part velocity multiplies by itself.
There’s no code for that. Only the one I sent above.
Use ApplyImpulse or Velocity like a BodyVelocity or BodyMover (although they are deprecated)
Is direction the LookVector?
You can refer to this post about making linear velocity dashes:
I hope this will be useful to you. From my experience the plane and line constraint mode for linearvelocity has pretty stable results. Though, you may need to use raycasts to prevent players from flinging off of walls.
I’ve tried this method in many ways. But the error would still occur.
After alot of thinking and debugging and frustation
What I came up with was:
local jumpFunc
local count = 0
jumpFunc = hum.Jumping:Connect(function(isJumping)
if isDodging == false or count >= 1 then
jumpFunc:Disconnect()
end
if isJumping then
count += 1
--CREATE A LINEAR VELOCITY THAT SENDS THE PLAYER UPWARD
AND CANCEL DODGE VELOCITY
task.wait(0.1)
debris:AddItem(newAttach,0)
end
end)
Unexpectedly it works fine
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