Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 06 Feb 2014 06:59 PM |
I originally posted this in the Building Helpers forum, but it seems it might be more of something a script can fix.
So I have a brick set so the velocity is (0, 5000, 0) and it's supposed to shoot you up really high. It seems to work with regular bricks. However, with players, the brick will only bounce you up about 100-200 studs or so. There appears to be something to the Humanoid that doesn't allow players to bounce high. I tested it by putting the humanoid on a model. With the humanoid, it doesn't bounce as high as I'd like.
Is there some sort of script that can fix it? How should I fix it so you could get shot higher in the air? |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 06 Feb 2014 07:00 PM |
| Try editing P. The higher it is, the greater you bounce. |
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YumERAGON
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| Joined: 18 Apr 2012 |
| Total Posts: 3893 |
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| 06 Feb 2014 07:01 PM |
Try x = script?Parent for I=1,100 do x.CFrame = x.CFrame +Vector3.new(0,10,0) wait() end |
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YumERAGON
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| Joined: 18 Apr 2012 |
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| 06 Feb 2014 07:02 PM |
Dumb spell check
x = script.Parent
for i=1,20 do * |
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YumERAGON
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| Joined: 18 Apr 2012 |
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| 06 Feb 2014 07:11 PM |
| Oh it was a trampoline.... Never mind ignore this |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 06 Feb 2014 08:18 PM |
Well it isn't really a trampoline... just a brick thats supposed to bounce you to a really high platform. You aren't supposed to jump on it more than once.
@YumERGAON, what does that do? |
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Zerio920
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cntkillme
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| Joined: 07 Apr 2008 |
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| 06 Feb 2014 08:24 PM |
It's probably because characters are so fat, get their mass and multiply it by how high you want their body to go and gravity to cancel out the force of it. Not tested, but whatever:
local enabled = true
local function getAllParts(object, list) for index, value in next, object:GetChildren() do if value:IsA("BasePart") then table.insert(list, value) end getAllParts(value, list) end return list end
local function touched(hit) if not enabled or not hit or not hit.Parent then return end local character = ( hit.Parent:IsA("Model") and hit.Parent:FindFirstChild("Humanoid") ) and hit.Parent or false if character then enabled = false local totalMass = 0 for index, value in next, getAllParts(character, {}) do totalMass = totalMass + value:GetMass() end totalMass = totalMass * 196.2 character.Torso.Velocity = Vector3.new(0, totalMass * 5000, 0) end wait(0.1) enabled = true end
script.Parent.Touched:connect(touched) |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 08 Feb 2014 01:21 PM |
| I put that in the trampoline thingy, but it looked like it just teleported the person really high up in the air. It was hard to see what happened, but it didn't bring the effect I wanted. |
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cntkillme
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Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 08 Feb 2014 01:54 PM |
| I lowered it to 500 but... still the same thing happens. |
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Zerio920
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maxomega3
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| Joined: 11 Jun 2010 |
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| 08 Feb 2014 07:45 PM |
Kiwi, you seem to post a lot, but never give any real advice :/
P is a property of BodyVelocity. P is short for power.
http://wiki.roblox.com/index.php?title=P_(Property) |
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maxomega3
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| 08 Feb 2014 07:46 PM |
Kiwi, you seem to post a lot, but never give any real advice. Just try to give advice if you know it. :/
P is a property of BodyVelocity. P is short for power.
http://wiki.roblox.com/index.php?title=P_(Property) |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 08 Feb 2014 07:47 PM |
| Whoops. Double post. My connection is horrible today .-. |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 08 Feb 2014 08:41 PM |
| Where is P and how do I use it? |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 08 Feb 2014 08:45 PM |
| nvm, found P, I'm dumb .-. Do I insert it into the trampoline? |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 09 Feb 2014 10:22 AM |
| Yes, you either insert the BodyVelocity with the given values, or define one within a script. |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 10 Feb 2014 07:02 PM |
@above - Maybe I'm doing this wrong, but adjusting P is still not adding any extra height to the bouncing.
I got it to work on people by putting this script in the brick:
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then h.Parent.Torso.Velocity=Vector3.new(0,3500,0) else h.Parent.Velocity=Vector3.new(0,3500,0) wait()
end end end
script.Parent.Touched:connect(onTouched)
The problem is that it only works on people, not bricks. I'd want this script to work on bricks too, so they also bounce as high. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 10 Feb 2014 07:08 PM |
You're not using BodyVelocity at all! It's a basic object. Also, your part:
if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then
these are all checks for players. Get rid of them, and it should work for anything. |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 10 Feb 2014 07:13 PM |
| I know I'm not using bodyvelocity :P I said I tried that and it didn't work, so I resorted to a different script. |
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| 10 Feb 2014 07:14 PM |
| make the script insert a bodyThrust into the torso of the player, then after a few seconds remove the bodyThrust so the player falls back. |
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maxomega3
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| Joined: 11 Jun 2010 |
| Total Posts: 10668 |
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| 10 Feb 2014 07:14 PM |
| Well, I forgot about the Velocity property, so that could work. But if it doesn't I recommend going back to BodyV. |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 10 Feb 2014 07:17 PM |
Okay, so after removing that I get:
function onTouched(part) h.Parent.Torso.Velocity=Vector3.new(0,3500,0) else h.Parent.Velocity=Vector3.new(0,3500,0) wait()
end end end
script.Parent.Touched:connect(onTouched)
It's still not working, I feel like there's one small thing I need to add but I'm not sure what. |
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