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| 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
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| Joined: 28 Apr 2011 |
| Total Posts: 8022 |
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| 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
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| Joined: 19 Jul 2013 |
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| 09 Aug 2013 08:48 PM |
| I've tried, but I just dont see your scripts problem. |
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Orinus
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| 09 Aug 2013 08:50 PM |
| Oh. I did not see your post, Infocus xD |
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MHebes
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| 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
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| 09 Aug 2013 08:54 PM |
| Is Changed really quick enough to handle multiple jumps? |
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MHebes
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bohdan77
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| 09 Aug 2013 09:22 PM |
| http://www.roblox.com/jumpity-place?id=125040213 |
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| 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
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| 09 Aug 2013 09:24 PM |
| Iterations? It does nothing? Go to my place. |
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bohdan77
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| 09 Aug 2013 09:31 PM |
| Still think my way is best. |
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| 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
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| 09 Aug 2013 09:37 PM |
| MHebes method, basically. In a local script. Works every time, |
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| 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
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| 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
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| 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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