BodyPosition and BodyVelocity are deprecated, yes. However, is there actual confirmation 100% that TSB uses Linear Velocity to achieve their flawless dashes?
No, but it isn’t necessary to replicate the system using the same type of force. It can be created using any of the aforementioned, but I’d only assume it would work best with LinearVelocity
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Wb creating a attachment1 to the way you are dashing (for example if you are dashing to the right side send a raycast that goes 3 studs to right and places the attachment1 at the end of it) and then make the force follow the attachment1, att0 will be in the hrp. I didn’t try this idea yet so pls let me know if it works (this way the force will react/respond to body’s rotation and the raycast is for the wall clip glitch and fling )
They use bodyvelocity for the dashes, knockback and bunch of other stuff
How do you know? Is there confirmation from the developer?
its the best working velocity method that has been working in their other games too so i don’t really see any other method they could be using
BodyVelocity is deprecated, so they probably used linearVelocity
deprecated doesnt mean you can’t use it also up until recently linearvelocity has been buggy and if you’re using it for a dash system it makes the person dashing look like they’re teleporting for other clients
deprecated means that youre strongly advised against using i though, also I’m pretty sure plane mode on linear velocity makes it smoother, idk though
plane mode gives similar results to being buggy, you can recreate a dash system with bodyvelocity and find that it’s similar to strongest battleground’s dashes
It would probably be super buggy though, because bodyvelocity has a lot of bugs, and they won’t be getting fixed because it’s deprecated
like what kind of bugs? i’ve been using bodyvelocity for a while and haven’t noticed any that isn’t fixable by tweaks
I don’t use bodyvelocity, I just assumed so because it must be deprecated for a reason
its bc it’s really old but people still use it like in combat games because it looks smoother on other clients than linearvelocity but i’m pretty sure linearvelocity is getting changes so that’d be fixed
i think a developer would most likely want to go with the most recent version though…
alr just saying strongest battleground uses it though
Did the official developer say so?
Did you get this information from the official developer?
Also “Anime Scripters” is extremely broad, there are a lot of anime games in different categories
This is the smoothest you can possibly do:
Fully client-sided script. (It will automatically replicate any changes to the player’s character to the server since the player will always have ownership of their own character)
Use bodyvelocity on the player’s character humanoidrootpart, you already have everything working so basically the same script but as a local script parented to startercharacterscripts.
That’s the smoothest you can go for, if its still laggy I recommend looking at other scripts in your game that could be affecting it such as expensive operations like while loops or runservice events.
Some people have suggested tweening the velocity which may also help. But other than that there’s not more you can do.
Also make sure to use task.wait(), that may also be a reason. “wait()” is deprecated now and it’s less accurate.