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ROBLOX Forum » Game Creation and Development » Scripting Helpers
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Re: Prevent all jumping motion.

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awsumpwner27 is not online. awsumpwner27
Joined: 03 Sep 2011
Total Posts: 4389
09 Aug 2013 08:38 PM
Right now, I've got this.

local plyr = game.Players.LocalPlayer
local char = plyr.Character
local human = plyr.Character:FindFirstChild("Humanoid")

human.Jumping:connect(function()
char.Torso.Velocity = char.Torso.Velocity * Vector3.new(1, 0, 1)
human.Jump = false
end)

It does not prevent jumping.

The player hops a short way up instead. This is unsatisfactory. What are some proven solutions for this problem?

The Unwise Wizard of Scripters has spoken.
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Infocus is not online. Infocus
Joined: 28 Apr 2011
Total Posts: 8022
09 Aug 2013 08:45 PM
Remove that controller service thing

Or

while wait(.03) do
if game.Players.LocalPlayer.Character.Humanoid.Jump == true then
game.Players.LocalPlayer.Character.Humanoid.Jump = false
end

That's ugly

You can always add weight to thyself.

BodyForce will do
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Orinus is not online. Orinus
Joined: 19 Jul 2013
Total Posts: 39
09 Aug 2013 08:48 PM
I've tried, but I just dont see your scripts problem.
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Orinus is not online. Orinus
Joined: 19 Jul 2013
Total Posts: 39
09 Aug 2013 08:50 PM
Oh. I did not see your post, Infocus xD
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MHebes is not online. MHebes
Joined: 04 Jan 2013
Total Posts: 2278
09 Aug 2013 08:53 PM
Maybe instead of a while loop,
human.Changed:connect(function(prop)
if prop == "Jump" then
human.Jump = false
end
end)

But it still may not work.
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Infocus is not online. Infocus
Joined: 28 Apr 2011
Total Posts: 8022
09 Aug 2013 08:54 PM
Is Changed really quick enough to handle multiple jumps?
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MHebes is not online. MHebes
Joined: 04 Jan 2013
Total Posts: 2278
09 Aug 2013 09:20 PM
Doubt it.
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
09 Aug 2013 09:22 PM
http://www.roblox.com/jumpity-place?id=125040213
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Iterations is not online. Iterations
Joined: 22 Jul 2013
Total Posts: 751
09 Aug 2013 09:23 PM
Setting the "Jump" property to false does nothing. Use a BodyForce to loop through every basepart(including hats) and using the :GetMass() method to determine each parts effect on the player, you can increase the force.

Or just

BodyForce.force = Vector3.new(0, 9e9, 0)
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
09 Aug 2013 09:24 PM
Iterations? It does nothing? Go to my place.
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Iterations is not online. Iterations
Joined: 22 Jul 2013
Total Posts: 751
09 Aug 2013 09:24 PM
I meant -9e9
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
09 Aug 2013 09:31 PM
Still think my way is best.
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Iterations is not online. Iterations
Joined: 22 Jul 2013
Total Posts: 751
09 Aug 2013 09:32 PM
I'm not going to join your place. Just tell us what you did.
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
09 Aug 2013 09:37 PM
MHebes method, basically. In a local script. Works every time,
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Iterations is not online. Iterations
Joined: 22 Jul 2013
Total Posts: 751
09 Aug 2013 09:40 PM
In past experiences, setting the Jumped property to false when it turns true will not work.
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bohdan77 is not online. bohdan77
Joined: 10 Aug 2008
Total Posts: 7944
09 Aug 2013 09:43 PM
Not sure how it would work during lag, But in all my tests it worked like a charm.
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MHebes is not online. MHebes
Joined: 04 Jan 2013
Total Posts: 2278
09 Aug 2013 10:55 PM
Smart to do it in a LocalScript - You're working on the client, so you can set it to false before the server gets the setting it to true part. Essentially, its recieving = true and = false in the same frame.
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