If math.abs(relativePosition.y) < boxBoundary. If so, set their jump power to something high for a sec, force them to jump, and reset their jump power. ![]() For instance, for a rectangular area, you may use: if math.abs(relativePosition.x) < boxBoundary.x then Make a touched event, and check if its a player. If math.abs(relativePosition.x) TanTen * math.abs(relativePosition.x) thenĪs you may notice, that my touch volume is a pie geometry that it has certain radius and certain linear boundaries, but you can easily custimize your boundaries. Local relativePosition = playerPosition - NpcPosition Now for an additional sanity check I have created this helper function, and it was checked everytime a touchEnded event was triggered, where: - This tells if the player still is inside the interactive volume Fire remote events that player is in sightĪctionRemoteEvent:FireClient(player, "Exit") Hey Guys In this video, I show you how to get the 'Billy Bounce' emote in Mad City on Roblox I know this a different type of video than I usually do but. ![]() If not NpcGreetingsTrack.IsPlaying and not NpcWavingTrack.IsPlaying then Assigned the player to the debounce table Local humanoid = hit.Parent:FindFirstChildWhichIsA("Humanoid") Local player = game.Players:GetPlayerFromCharacter(hit.Parent) In my regular touch end check events there is: - This manages on touch end events ![]() Where a player jumps it triggers the TouchEnded events. Actually it is a very common "jump" issue happens in the touch zone.
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