I’ve spent about 2 hours trying to figure out why I can only double jump after walking off a ledge.
Whats the issue?
local UserInputService = game:GetService("UserInputService")
local localPlayer = game.Players.LocalPlayer
local character
local humanoid
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local TIME_BETWEEN_JUMPS = 0.2
local DOUBLE_JUMP_POWER_MULTIPLIER = 2
function onJumpRequest()
if not character or not humanoid or not character:IsDescendantOf(workspace) or
humanoid:GetState() == Enum.HumanoidStateType.Dead then
return
end
if canDoubleJump and not hasDoubleJumped then
hasDoubleJumped = true
humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
local function characterAdded(newCharacter)
character = newCharacter
humanoid = newCharacter:WaitForChild("Humanoid")
hasDoubleJumped = false
canDoubleJump = false
oldPower = humanoid.JumpPower
humanoid.StateChanged:connect(function(old, new)
if new == Enum.HumanoidStateType.Landed then
canDoubleJump = false
hasDoubleJumped = false
humanoid.JumpPower = oldPower
elseif new == Enum.HumanoidStateType.Freefall then
wait(TIME_BETWEEN_JUMPS)
canDoubleJump = true
end
end)
end
if localPlayer.Character then
characterAdded(localPlayer.Character)
end
localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)
Put a breakpoint in each function and step through the code, being careful to verify that each condition has the expected value in if statements. That should reveal something
local localPlayer = game.Players.LocalPlayer
local character
local humanoid
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local TIME_BETWEEN_JUMPS = 0.2
local DOUBLE_JUMP_POWER_MULTIPLIER = 2
function onJumpRequest()
if not character or not humanoid or not character:IsDescendantOf(workspace) or
humanoid:GetState() == Enum.HumanoidStateType.Dead then
return
end
if canDoubleJump and not hasDoubleJumped then
hasDoubleJumped = true
humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
local function characterAdded(newCharacter)
character = newCharacter
humanoid = newCharacter:WaitForChild("Humanoid")
hasDoubleJumped = false
canDoubleJump = false
oldPower = humanoid.JumpPower
humanoid.StateChanged:connect(function(old, new)
if new == Enum.HumanoidStateType.Landed then
canDoubleJump = false
hasDoubleJumped = false
humanoid.JumpPower = oldPower
elseif new == Enum.HumanoidStateType.Freefall then
wait(TIME_BETWEEN_JUMPS)
canDoubleJump = true
end
end)
end
if localPlayer.Character then
characterAdded(localPlayer.Character)
end
localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)
This SUPER similar script works JUST fine though. Which is what I mainly based it off. Why mine won’t work confuses me to shambles. Possibly even the most puzzling thing of my life.
I’ve teste it as a StarterCharacterScripts on both R6 and R15 and it worked fine without the need of a edge, you should consider reducing the TIME_BETWEEN_JUMPS if you think thats the problem.
local localPlayer = game.Players.LocalPlayer
local character
local humanoid
local canDoubleJump = false
local hasDoubleJumped = false
local oldPower
local TIME_BETWEEN_JUMPS = 0.2
local DOUBLE_JUMP_POWER_MULTIPLIER = 2
function onJumpRequest()
if not character or not humanoid or not character:IsDescendantOf(workspace) or
humanoid:GetState() == Enum.HumanoidStateType.Dead then
return
end
if canDoubleJump and not hasDoubleJumped then
hasDoubleJumped = true
humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
end
local function characterAdded(newCharacter)
character = newCharacter
humanoid = newCharacter:WaitForChild("Humanoid")
hasDoubleJumped = false
canDoubleJump = false
oldPower = humanoid.JumpPower
humanoid.StateChanged:connect(function(old, new)
if new == Enum.HumanoidStateType.Landed then
canDoubleJump = false
hasDoubleJumped = false
humanoid.JumpPower = oldPower
elseif new == Enum.HumanoidStateType.Freefall then
wait(TIME_BETWEEN_JUMPS)
canDoubleJump = true
end
end)
end
if localPlayer.Character then
characterAdded(localPlayer.Character)
end
localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)
This script will throw an error at the final line because “UserInputService” was not declared before, adding this to the first line of code should work :
local UserInputService = game:GetService("UserInputService")