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| 07 Jul 2011 09:15 AM |
This is an idea I think some people would find most helpful when making their own places.
Humanoid.JumpHeight
{ Max=1000(In studs, as to avoid spammers) Min=0(In studs) }
(Returns Numerical. This states how high the humanoid can jump)
This would mostly be used in realism games, so that people can't jump over things.
Please post comments, and any other things you may want to have Roblox add. |
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pb23
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| Joined: 15 Dec 2008 |
| Total Posts: 1469 |
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| 07 Jul 2011 09:21 AM |
Like these?
{ Humanoid.JumpHeight.Max=1337 --1337 just cuse :3 Humanoid.JumpHeight.Min = 0 --Returns nil? } |
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Crush47
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| 07 Jul 2011 09:23 AM |
| Or you can just add a BodyForce to the player's torso that is inserted whenever they jump ... |
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| 07 Jul 2011 09:38 AM |
| 0 returns nil, so that they can not jump. And this is better than Body Force in the fact their isn't pressing to get through the bricks. It's like regular jump, but the height is different. It'd be a lot smoother, and you won't have to instance a BodyForce to keep your player down. It's very smooth running, in my eyes. |
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| 07 Jul 2011 07:04 PM |
@pb; Humanoid.JumpHeight="1000" (Max) Humanoid.JumpHeight="0" (Min)
There is no ...Height.Max/Min. This is how it would work. Simplistic like Walkspeed, and useful for many things. Say you want a realistic FPS game. Why not limit the jump like a real one? Maybe you want to easily navigate between low gravity and high gravity in a space game. Simply change this. It's so simple. |
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| 07 Jul 2011 07:05 PM |
Support.
I could find some uses for that. :3
-Virtualdarks |
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| 07 Jul 2011 07:09 PM |
I know right? Amazingly simple to do, and so many uses. As simple as walkspeed. All they would have to do is change the amount a humanoid jumps inside the files, and insert a new entity, JumpHeight, to Humanoid, making a great idea.
POST YOUR REPLIES!
PROS AND CONS! |
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| 07 Jul 2011 07:11 PM |
@Slimeball105
So this would be valid?
function onTouched(hit) h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil then h.JumpHeight = 0 end script.Parent:connect.Touched(onTouched)
-Virtualdarks |
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| 07 Jul 2011 07:18 PM |
function onTouched(hit) h = hit.Parent:FindFirstChild("Humanoid") if h ~= nil then h.JumpHeight = 0 end end --You forgot an end
script.Parent:connect.Touched(onTouched)
Yes, and that would DISABLE a person from jumping. Basically, you can't jump over a high obstacle. :P
Can't you find many uses for this? |
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Shobobo99
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| Joined: 30 Dec 2008 |
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| 07 Jul 2011 07:19 PM |
| This is a good idea, and would allow for better manipulation of the Humanoid. |
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| 07 Jul 2011 07:22 PM |
Possible Ideas for JumpHeight:
Classes in an RPG, say, {Assassin,Warrior,Berserker}, can now have set speeds and jump heights. Assassin's can jump higher than anything, warriors have a normal-ish jump, and Berserker can jump minimally like a fat person.
Cops and Robbers: Cops can't jump as high due to the fact they are wearing more protection than Robbers. Vise versa, Robbers can jump high over things to escape the cops.
Any other ideas? Post them here.
Maybe even in a Obby, to make people not able to jump over, or around, say a zombie pit? Or something. |
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| 07 Jul 2011 07:29 PM |
Ahh, I'm not an expert on scripting. I still have to figure out why there's two ends. :3
Anyways,
This would be extremely interesting for some games I can make. :3
-Virtualdarks |
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| 07 Jul 2011 07:36 PM |
Lol, going of topic a bit, but this is why there are two ends.
local UMG=true
PrintLol=function() --first argument, and it must be closed
if UMG==true then --second argument, must also be closed print("LOL")
elseif UMG==false then --this is just stating if a value isn't true print("D:")
end --THIS ENDS THE ARGUEMENT IT IS CLOSEST TOO, here it is the second
end --closes first argument
That is a basic arguemental statement.
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| 07 Jul 2011 07:39 PM |
@Slimeball105
:o
Thanks. :D
Anyways, (Back on Topic (BOT?)) Could there be a "no-grav" option? Example. You set JumpHeight to 100. When you jump, you keep going (not falling down, thus no-grav). It would be interesting. :3
-Virtualdarks
But, hey, I'm not an expert scripter. It's probably scriptible. :3 |
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| 07 Jul 2011 07:41 PM |
| Hmmmm...... That brings up an interesting idea. JumpHeight on the Character, and Gravity set on workspace. Anything inside of workspace will become the gravity setting you have. 100 Being normal, 0 Nograv(but eventually you WILL fall down, but itll take an EXTREMELY long time). Like? |
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| 07 Jul 2011 07:49 PM |
| 441 Views, 15 Replies? Really? Is someone F5ing? If not, post a reply. Sheesh. |
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drako72
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| Joined: 13 Sep 2009 |
| Total Posts: 124 |
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| 07 Jul 2011 08:08 PM |
| Would this be a Property, or a method (Like, :SetJumpHeight(100))? |
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| 08 Jul 2011 09:30 AM |
| A property, almost like walkspeed, but this is how high, in studs, your character can jump. |
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| 08 Jul 2011 10:55 AM |
| Bump, we need to support this thread. |
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