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| 31 Mar 2014 11:54 PM |
| Obviously not asking for a script. |
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| 01 Apr 2014 12:31 AM |
| Link to script for how tripping works plox |
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iYoshiFox
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| Joined: 14 Apr 2012 |
| Total Posts: 1058 |
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| 01 Apr 2014 12:43 AM |
| Like.. Sit? Platformstand? Or litterally just fall over. |
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| 01 Apr 2014 12:46 AM |
Falling over. I can`t find any documentations on how it works. Sitting/PlatformStand is easy to cancel. |
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iYoshiFox
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| Joined: 14 Apr 2012 |
| Total Posts: 1058 |
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| 01 Apr 2014 12:48 AM |
Just add a body gyro to their torso)
Instance.new("BodyGyro", char.Torso).maxTorque = Vector3.new(math.huge, math.huge, math.huge) |
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| 01 Apr 2014 12:49 AM |
| That`s not stopping them from tripping. That`s stopping them from tilting. This interferes with the reason that I am trying to prevent it in the first place. Not your fault, I probably should have provided this information. |
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| 01 Apr 2014 04:25 AM |
plr = game.Workspace.warspyking Default = plr.Torso.Position.X while wait() do Current = plr.Torso.Position.X if Current < Default then Increase = Default - Current plr.Torso.Position = plr.Torso.Position + Vector3.new(0, Increase, 0) end end
That should work, and still allow jumping. But it may glitch. |
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| 01 Apr 2014 08:11 PM |
Three things: 1.) You`re using Position instead of CFrame so that`ll kill the player 2.) This script would just make a player move upward at a speed compared to how much lower on the X Dimension he was at when the script was executed. 3.) This in no way solves tripping. |
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