Wall Detect Not Running

I wanted to make a Wall Run and I have the Raycast set up and everything. The Script isn’t running at all and it went wrong somewhere. I added some prints to see where it went wrong and no prints came out and no errors either.

-- !strict

	-- Services
	local UIS = game:GetService("UserInputService")
	local Players = game:GetService("Players")
	local Player: Player = Players.LocalPlayer
	local Character = Player.CharacterAdded:Wait() or Player.Character
	local Character = Player.CharacterAdded:Wait() or Player.Character
	local HRP = Character:WaitForChild("HumanoidRootPart")
	local Humanoid = Character:WaitForChild("Humanoid")
	local Camera = workspace.CurrentCamera

	-- Modules  

	--[ Settings ]--
	local Debug = true
	local RayLength = 2
	local FloorRayLength = 7
	local TimeDelay = 0.2
	local EndTime = 2
	local LastSpacePressed = tick() -- If they press space twice, It'll begin to wall.

	local raycastParmas = RaycastParams.new()
	raycastParmas.FilterType = Enum.RaycastFilterType.Exclude
	raycastParmas.FilterDescendantsInstances = {Character} -- Add your character to this if you don't want to detect walls for your character

	local function DebugAttatchment(Position: Vector3) -- Using An Attachment to detect Where the wall is. (Debugging)
		if not Debug then return end

	local DebugAttachment = Instance.new("Attachment") 
	DebugAttachment.Visible = true

	DebugAttachment.CFrame = CFrame.new(Position)
	DebugAttachment.Parent = workspace.Terrain

		task.delay(5, function()
		DebugAttachment:Destroy()
		end)

		print("Wallrun began at "..tostring(Position))
	end

	local function LeftWallCheck() -- Checks if There is a wall to your Left.
		print ("Left Wall")
		return workspace:Raycast(HRP.Position, -HRP.CFrame.RightVector * RayLength, raycastParmas)
	end

	local function RightWallCheck() -- Checks if There is a wall to your Right.
		print ("Right Wall")
		return workspace:Raycast(HRP.Position, HRP.CFrame.RightVector * RayLength, raycastParmas)
	end

	local function FloorCheck() -- Checking If you are on the floor or not.
		print ("Floor")
		return workspace:Raycast(HRP.Position, -HRP.CFrame.UpVector * RayLength, raycastParmas)
	end

	--[ Main Functions ]--

	function Wallrun()
	print("WallRun Ran")
		if not LeftWallCheck() and not RightWallCheck() then return end -- needs to go through these casts first.

		local Speed = Character:WaitForChild("Humanoid").WalkSpeed -- only works because of movement module

		if Speed > 14 then -- can't wallrun if no speed
			if LeftWallCheck() then
				DebugAttatchment(LeftWallCheck().Position)

				HRP.Anchored = true
				Humanoid.AutoRotate = false

				task.wait(EndTime)

				HRP.Anchored = false
				Humanoid.AutoRotate = true

				-- Physics & If they stop Wall Running they Jump off the walL.
				
			UIS.InputBegan:Connect(function(input, GPE)
				if input.KeyCode == Enum.KeyCode.Space then
					-- They Jump off and End the Wall Run.
					HRP.Velocity = HRP.CFrame.LookVector * Speed * 2
				end
			end)
			
			else
				DebugAttatchment(RightWallCheck().Position)

				HRP.Anchored = true -- They cannot move and Face the wall they are against.
				Humanoid.AutoRotate = false -- Face Direction they are moving so it doesn't look weird.

				task.wait(EndTime)

				HRP.Anchored = false
				Humanoid.AutoRotate = true 

				-- Physics & If they stop Wall Running they Jump off the walL.
			     UIS.InputBegan:Connect(function(input, GPE)
				 if input.KeyCode == Enum.KeyCode.Space then
					 -- They Jump off and End the Wall Run.
					 
				    end
				 end)
				 
			end
			
		end
	end

	UIS.InputBegan:Connect(function()
	Camera.ChildAdded:Connect(function(Child)
		if Child.Name == "Viewmodel" then
			raycastParmas.FilterDescendantsInstances = {Character,Child}
		end
	end)
end)
	
	
	UIS.InputBegan:Connect(function(Input, GPE)
		if GPE then return end
	if Input.KeyCode == Enum.KeyCode.A or Enum.KeyCode.D then
		print ("A and D Ran")
			if tick() - LastSpacePressed <= TimeDelay then
				Wallrun()
			else
				LastSpacePressed = tick()
			end
		end
	end)
1 Like

This part is pretty much what is causing your script to not run. You’re basically waiting for a second CharacterAdded to happen after the player’s character is added, causing the script to wait indefinitely. To fix this, simply remove the duplicate line.

I also suggest doing:

local Character = Player.Character or Player.CharacterAdded:Wait()

Since or is read from left to right in code, the old script would wait for the player’s character to be added before checking if the player’s character already exists, leading to an indefinite wait if the player’s character existed. This switched order will check if the player’s character exists before waiting to avoid this possible issue.

Let me know if you have any other questions, thanks!

This fixed the script. All that’s left is physics :pray::pray:

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