Local Joint = root:WaitForChild("RootJoint") Local root = char:WaitForChild("HumanoidRootPart") Local char = plr.Character or plr.CharacterAdded:Wait() Here’s the script i mentioned : local dir, vel I fond out why it does this it’s because i have a script that tilts the character forward, backward left and right when i disable it the dash works correctly LinearVelocity.VectorVelocity = * 50Įlseif UIS:IsKeyDown(Enum.Ke圜ode.A) then LinearVelocity.VectorVelocity = * -50Įlseif UIS:IsKeyDown(Enum.Ke圜ode.D) then LinearVelocity.VectorVelocity = * 50Įlseif UIS:IsKeyDown(Enum.Ke圜ode.S) then LinearVelocity.Attachment0 = humanoidRootPart:WaitForChild("RootAttachment") Local linearVelocity = Instance.new("LinearVelocity",humanoidRootPart) If input.Ke圜ode = Enum.Ke圜ode.C and player:GetAttribute("isStunned") = false and player:GetAttribute("isBlocking") = false and player:GetAttribute("isAttacking") = false and debounce = false then UIS.InputBegan:Connect(function(input,gpe) Local UIS = game:GetService("UserInputService") Local rightDash = huamnoid:LoadAnimation(script:WaitForChild("RightDash")) Local leftDash = huamnoid:LoadAnimation(script:WaitForChild("LeftDash")) Local backwardDash = huamnoid:LoadAnimation(script:WaitForChild("BackwardDash")) Local forwardDash = huamnoid:LoadAnimation(script:WaitForChild("ForwardDash")) ![]() Local cooldownBindableEvent = replicatedStorage.CooldownEvents:WaitForChild("Cooldown") Local replicatedStorage = game:GetService("ReplicatedStorage") ![]() Local humanoidRootPart = character:WaitForChild("HumanoidRootPart") Local huamnoid = character:WaitForChild("Humanoid") Local character = player.Character or player.CharacterAdded:Wait()
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