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| 04 Nov 2014 11:29 AM |
| I have this LocalScript to try to show an "Exausted" message when the player jumps too much, but it doesn't work. It shows "Exhausted" but doesn't stop the player from jumping. How can I stop the player from jumping for a few seconds? |
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Biost
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| Joined: 25 Sep 2014 |
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| 04 Nov 2014 11:30 AM |
| Try removing the jump animation when exhusted then cloning it when ready to jump and putting it back in? |
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| 04 Nov 2014 11:31 AM |
| That would just get rid of the animation, not the ability to jump. |
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lordrambo
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| Joined: 16 Jun 2009 |
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| 04 Nov 2014 11:52 AM |
| Set up the changed event to the Jump property and then set it instantly to false if the player is exhausted. |
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OzzyFin
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| Joined: 07 Jun 2011 |
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| 04 Nov 2014 11:53 AM |
while dontjump do wait() player.Jump = false end
I don't think it works with Changed, so pretty much that.
Anyway, if you want it just for a few seconds you probably have to use coroutines for the most simplest way. yea im very much into coroutines right now as i just read about them for the 1st time, so no dont ask me
Other could be cloning anti jump LocalScript to player's PlayerGui/Backpack and removing after that couple of seconds. |
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lordrambo
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| 04 Nov 2014 12:20 PM |
| Events run the function in another thread anyway. Just use the changed event + if statement. |
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OzzyFin
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| 04 Nov 2014 12:26 PM |
Yea, I didn't remember it right.
It works with Changed. |
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128GB
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| 04 Nov 2014 12:48 PM |
It only works with .Changed from a local script
http://www.roblox.com/item.aspx?id=166964623
this puts a bool value in the player called disableJump, if its true they can't jump
like
game.Players.Player.disableJump = true |
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128GB
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| 04 Nov 2014 12:48 PM |
game.Players.Player.disableJump.Value = true * |
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robocu3
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| Joined: 13 Mar 2009 |
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| 04 Nov 2014 01:20 PM |
local humanoid = humanoidLink local jumpWait = 1 local start = 0
humanoid.Jumping:connect(function() humanoid.Jump = (tick() - start) >= jumpWait start = tick() end)
-=Robo=- |
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128GB
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| 04 Nov 2014 01:23 PM |
@Robo Using the jumping event doesn't work because it fires as the player is jumping
.Changed will fire before the player jumps but when the jump property is true |
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robocu3
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| 04 Nov 2014 01:25 PM |
i'm aware of that it will check to see when the previous jump was regardless if it fires multiple times or not if it fires while in the air it will be set to false by default extend the time though, it's worth adding I just read what you wanted you want it after a few jumps? do a jump count and reset it every couple of seconds post previous jump -=Robo=- |
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128GB
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| 04 Nov 2014 01:29 PM |
What do you mean what I want? I'm not OP o3o
I'm saying your script won't prevent jumping |
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robocu3
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| 04 Nov 2014 01:30 PM |
was referring to the OP when I typed that, kind of half awake so my grammar is dragging xD -=Robo=- |
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| 04 Nov 2014 07:40 PM |
| From my experience, the .Changed event fires twice when the player jumps for some reason. Or some other event is firing besides jump, maybe falling. |
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128GB
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| 04 Nov 2014 07:50 PM |
| It doesn't matter how many times it fires as long as you set it to false |
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| 04 Nov 2014 09:41 PM |
Ok thanks
@rob
That makes my character not jump forever after the time. I want it to regen after a few seconds. |
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| 04 Nov 2014 09:43 PM |
| Have a value that is true when the play is exhausted and edit the jump script to check if the player is exhausted before jumping. |
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| 04 Nov 2014 09:44 PM |
Have a value which is either true or false for if a player is exhausted or not.
Edit the jump script to check the value before executing the code to jump. |
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| 04 Nov 2014 09:49 PM |
| The code to jump is built-in to ROBLOX though. |
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| 05 Nov 2014 03:30 PM |
i had nothing to do
http://www.roblox.com/jumptety-jump-place?id=185654471
there u go |
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128GB
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| 05 Nov 2014 03:53 PM |
| good job you did exactly what my script does in a worse way |
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| 05 Nov 2014 04:22 PM |
| BodyPosition can help also |
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128GB
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| 05 Nov 2014 04:24 PM |
| BodyPosition would be really inefficient |
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