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| 14 Jul 2014 10:14 AM |
| How would someone go about doing this? |
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| 14 Jul 2014 10:32 AM |
| Add BodyPosition to the torso of the character, that changes the gravity of a player, the higher you put the force(at the y value), the higher the character will jump. |
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| 14 Jul 2014 10:39 AM |
| what would happen if I added value to x and or z? |
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| 14 Jul 2014 10:40 AM |
| The player would move to the front or to the sides, depends on how your character is rotated. |
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| 14 Jul 2014 10:41 AM |
| Hmm, would it move automatically without me moving? |
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| 14 Jul 2014 10:48 AM |
Yeah, but the force would be higher when you jump, because as long as you stand, friction will keep you from moving(unless the force is set really high). For jumping the same thing: if you put the force too high, you will start flying from the moment you spawned and you would keep going. Also, you will fall slower, to prevent this you could put a script like this somewhere:
humanoid.Jumped:connect(function() local bp = Instance.new("BodyPosition",humanoid.Parent.Torso) --Put properties here wait(put (more or less) the time you will be in the air in here) bp:remove() end)
this script makes sure the bodyposition only works when the player jumps, so it doesn't fall slower or something. |
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| 14 Jul 2014 12:26 PM |
So, likewise, when you pt the number lower, the player won't jump as high? Im trying to make a realistic jump. Not the moon jump our players do now. |
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| 14 Jul 2014 12:27 PM |
Nu, not bodyposition, bodyforce or bodythrust
<^V> |
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Vuva
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| Joined: 22 Jan 2010 |
| Total Posts: 1102 |
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| 14 Jul 2014 12:30 PM |
Yeah it would be better to use BodyForce And if you want to know the amount of force used to push your player down, you would have to use :GetMass() on every part of the character(body parts, hats, tools) and add them together, and then multiply that sum by Roblox's gravity, 196.2 |
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| 14 Jul 2014 01:05 PM |
Alright. I made one, and it's working beautifully. Thanks guys! |
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