didnt work ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ
here is scipt:
local plr = game:GetService(“Players”).LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local HRP = char:WaitForChild(“HumanoidRootPart”)
local Hum = char:WaitForChild(“Humanoid”)
local CA = Hum:LoadAnimation(script:WaitForChild(“ClimbAnim”))
local jumpsoun = script.Jump
local ledgeavail = true
while game:GetService(“RunService”).RenderStepped:Wait() do
local r = Ray.new(HRP.Position, HRP.CFrame.LookVector * 7 + HRP.CFrame.UpVector * -5)
local part = workspace:FindPartOnRay(r,char)
if part and ledgeavail then
if part.Name == "Vault" then
if Hum.FloorMaterial ~= Enum.Material.Air then
ledgeavail = false
local Vel = Instance.new("BodyVelocity")
Vel.Parent = HRP
Vel.Velocity = Vector3.new(0,0,0)
Vel.MaxForce = Vector3.new(1,1,1) * math.huge
Vel.Velocity = HRP.CFrame.LookVector * 20 + Vector3.new(0,15,0)
game.Debris:AddItem(Vel, .15)
CA:Play()
CA:AdjustWeight(1.5)
jumpsoun:Play()
wait(0.75)
ledgeavail = true
end
end
end
end
Did you try to change the animation priority to one of the 4 actions? Usually works for me
Does it work when playing on a dummy ingame?
yeah i did but it didnt work ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ ㅤ
Your animations may intersect. Make sure to have your vaulting animation’s priority set high (like Action) and when animating, move every body part so each has a keyframe in the animation. This is so if the animation has higher priority, it will move every body part and ignore other animations. Also I think :AdjustWeight() also might help
EDIT: also your HumanoidRootPart colliding may also be the problem? Not 100% sure
i arleady did all that, nothing worked