✓ Accepted answer
#FreeFalling
What is important here: If you take a look at the events of a humanoid, you'll notice that there is a freeFalling event.
The key to understanding the freeFalling event is that the argument which is given by the event is the status of whether or not the player is actually freeFalling anymore. For example, let's make a local script to test this event out:
local plr = game.Players.LocalPlayer
local chr = plr.Character or plr.CharacterAdded:wait()
local hum = chr:FindFirstChild("Humanoid")
local falling = false
hum.FreeFalling:connect(function(isFalling)
falling = isFalling
if isFalling then
while falling do
print("Falling!")
wait()
end
else
print("Not Falling!")
end
end)
Now, if you want to make the character still, we obviously only have to put the humanoid WalkSpeed property to 0, which makes the player still, and if the character is not falling, then we just set the walkspeed back to normal.
local plr = game.Players.LocalPlayer
local chr = plr.Character or plr.CharacterAdded:wait()
local hum = chr:FindFirstChild("Humanoid")
local falling = false
hum.FreeFalling:connect(function(isFalling)
falling = isFalling
if isFalling then
while falling do
hum.WalkSpeed = 0;
wait()
end
else
hum.WalkSpeed = 16;
end
end)
Useful Links:
Humanoid: http://wiki.roblox.com/index.php?title=API:Class/Humanoid
FreeFalling: http://wiki.roblox.com/index.php?title=API:Class/Humanoid/FreeFalling
5 comments
If Fall animation is playing then do, something like that, idk.
'if then do' do you even know how to script
I guess you could do magnitude of player to baseplate... or use a changed event and if jump goes true, remove their speed then use a wait and make the speed again
Like he said, try editing the speed. You could also disable their controls within Player>PlayerScripts (or whatever the name is, currently not in studio)/disable the ControlScript.
Alpha, why only the baseplate? There may be parts the player is jumping on that are not the baseplate. And it would be highly ineffecient to check every single parts distance from the character