Hi I got a spring from the tool box that can make people jump really high..but I would like to put a time limit on it otherwise people will be jumping everywhere lol

Tried implementing a few things but doesn't work like

wait(15) hit.Parent.tool:Destroy()

but im not sure where to put it in the existing script or even if it is right or create another script …see below please help...im a noob lol!!

Tool = script.Parent Handle = Tool:WaitForChild("Handle") CoilSound = Handle:WaitForChild("CoilSound")

EqualizingForce = (236 / 1.2) -- amount of force required to levitate a mass Gravity = 0.75 -- things float at > 1

GhostEffect = nil MassCon1 = nil MassCon2 = nil

function GetTotalMass(Parent) local TotalMass = 0 local function RecursiveGetMass(Parent) for i, v in pairs(Parent:GetChildren()) do if v:IsA("BasePart") and (v.Position - Character:GetModelCFrame().p).magnitude < 10 then if v.Name == "Handle" then TotalMass = (TotalMass + (v:GetMass() * EqualizingForce * 1)) else TotalMass = (TotalMass + (v:GetMass() * EqualizingForce * Gravity)) end end RecursiveGetMass(v) end end RecursiveGetMass(Parent) TotalMass = TotalMass * 1.125 return TotalMass end

function OnMassChanged(child, character) if GhostEffect and GhostEffect.Parent then GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) end end

function UpdateGhostState(Unequipped) if Unequipped then GhostEffect:Destroy() GhostEffect = nil MassCon1:disconnect() MassCon2:disconnect() else if not GhostEffect then GhostEffect = Instance.new("BodyForce") GhostEffect.Name = "GravityCoilEffect" GhostEffect.force = Vector3.new(0, GetTotalMass(Character), 0) GhostEffect.Parent = Head MassCon1 = Character.ChildAdded:connect(function(Child) OnMassChanged(Child, Character) end) MassCon2 = Character.ChildRemoved:connect(function(Child) OnMassChanged(Child, Character) end) end end end

function OnEquipped() Character = Tool.Parent Head = Character:FindFirstChild("Head") if not Head or not Head.Parent then return end CoilSound:Play() UpdateGhostState(false) end

function OnUnequipped() UpdateGhostState(true) end

Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)

3 comments

0

please put the code in a codeblock for readability.

0

we dont help ppl that use free models

0

my eyes; codeblock please