Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 16 Jun 2014 05:25 PM |
| I've seen some games where jumping is disabled, how would you do that? |
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| 16 Jun 2014 05:27 PM |
| Well first of all, changing jump to false when it becomes true doesnt work. It will work in solo but not online. |
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Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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smiley599
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| Joined: 23 Jan 2010 |
| Total Posts: 21869 |
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| 16 Jun 2014 05:37 PM |
Sensei it does.
It does in a local script.
I have one that clones into a players character on respawn and it works well.
It has a debounce so they can only jump once every 2 seconds. |
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| 16 Jun 2014 05:37 PM |
| You cant just set something to false and expect it to stop its motion |
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smiley599
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| Joined: 23 Jan 2010 |
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| 16 Jun 2014 05:38 PM |
@Sensei Unless it hasn't started moving.
<^V> |
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| 16 Jun 2014 05:39 PM |
player.Character.Humanoid.Changed:connect(function() player.Character.Humanoid.Jump = false end) |
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| 16 Jun 2014 05:40 PM |
Have you tried it online Not F7 Actual online |
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| 16 Jun 2014 05:58 PM |
Dueling is right. I just made a script with the same concept his has.
It worked. |
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georgeba
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| Joined: 29 Oct 2011 |
| Total Posts: 1092 |
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| 16 Jun 2014 06:52 PM |
Ok, Here's what I would do.
Create a LocalScript, then paste the following code in...
local player = game.Players.LocalPlayer humanoid = player.Character:FindFirstChild("Humanoid") humanoid.Changed:connect(function() humanoid.Jump = false end)
Now, put the LocalScript in Starterpack or else it won't work.
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Kinnis97
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| Joined: 21 Feb 2010 |
| Total Posts: 1683 |
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| 16 Jun 2014 07:02 PM |
| My game uses those exact lines of code, works 100%. |
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Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 16 Jun 2014 08:16 PM |
| It seems to work :) Thanks George |
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georgeba
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| Joined: 29 Oct 2011 |
| Total Posts: 1092 |
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| 16 Jun 2014 08:19 PM |
| No problem Zeiro! If you got any more questions please message me! I am glad I could help! :3 |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 17 Jun 2014 11:42 AM |
Nevermind, that other guy was right, I tried it online and it didn't work.
How do you do that cloning thing for the localscript? |
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| 17 Jun 2014 11:44 AM |
Weird, works for me.
Do it in a local script inside startergui
plr = game.Players.LocalPlayer char = plr.Character hum = char:WaitForChild("Humanoid")
hum.Changed:connect(function() hum.Jump = false end)
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smiley599
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| Joined: 23 Jan 2010 |
| Total Posts: 21869 |
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| 17 Jun 2014 11:49 AM |
| I'll try mine and see next week. |
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Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 17 Jun 2014 11:53 AM |
| Still doesn't work online. Works during testing though. |
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Zerio920
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| Joined: 06 Apr 2012 |
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| 17 Jun 2014 12:01 PM |
Wow what a suprise, SenseiWarrior was right?
print'sensei was right' |
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| 17 Jun 2014 12:03 PM |
its because char doesn't load instantly
repeat wait() until Workspace[game.Players.LocalPlayer.Name] char = w/e |
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| 17 Jun 2014 12:04 PM |
| warrior don't get ahead of yourself |
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| 17 Jun 2014 12:08 PM |
| Everyone makes mistakes but the best part is to learn from them. |
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Zerio920
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| Joined: 06 Apr 2012 |
| Total Posts: 3311 |
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| 17 Jun 2014 12:09 PM |
| islandmaker I copied the repeat wait() thing but it didn't work |
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