I looked everywhere in the script to see what affects the speed but nothing worked
local Board = script.Parent
local Controller
local Gyro
local CoastingAnim
local KickAnim
local LeftAnim
local RightAnim
local OllieAnim
local OllieHack = script.Parent:FindFirstChild("OllieThrust")
if (OllieHack == nil) then
OllieHack = Instance.new("BodyThrust")
OllieHack.Name = "OllieThrust"
OllieHack.force = Vector3.new(0,0,0)
OllieHack.location = Vector3.new(0,0,-2)
OllieHack.Parent = Board
end
local lastaction = nil
local lasttime = nil
local jumpok = true
function didAction(action)
lastaction = action
lasttime = time()
end
function onAxisChanged(axis)
Board.Steer = Controller.Steer
Board.Throttle = Controller.Throttle
if (Board.Steer == -1) then
print("Left")
--CoastingAnim:Stop(1)
KickAnim:Stop()
OllieAnim:Stop()
RightAnim:Stop(.5)
LeftAnim:Play(.5)
didAction("left")
end
if (Board.Steer == 1) then
print("Right")
KickAnim:Stop()
--CoastingAnim:Stop(1)
LeftAnim:Stop(.5)
OllieAnim:Stop()
RightAnim:Play(.5)
didAction("right")
end
if (Board.Steer == 0) then
print("Straight")
KickAnim:Stop()
LeftAnim:Stop(.5)
OllieAnim:Stop()
RightAnim:Stop(.5)
if (lastaction == "go" and time() - lasttime < .1) then
end
didAction("go")
--CoastingAnim:Play(1)
end
end
function enterAirState()
-- gyrate towards vertical position for better landing
Gyro.maxTorque = Vector3.new(100, 0, 100)
jumpok = false
end
function exitAirState()
-- turn off gyro
Gyro.maxTorque = Vector3.new(0,0,0)
jumpok = true
end
function enterPushingState()
KickAnim:Play()
end
function onMoveStateChanged(newState, oldState)
print(oldState)
print(newState)
-- do state exits here
if oldState == Enum.MoveState.AirFree then exitAirState() end
-- do state transitions here
-- do state entries here
if newState == Enum.MoveState.AirFree then enterAirState() end
if newState == Enum.MoveState.Pushing then enterPushingState() end
end
-- initialization/finalization stuff
function makeGyro(humanoid)
Gyro = Instance.new("BodyGyro")
Gyro.Name = "SkateboardGyro"
Gyro.maxTorque = Vector3.new(0,0,0) -- start off
Gyro.P = 50
Gyro.D = 50
Gyro.Parent = humanoid.Parent.Torso
end
function onButtonChanged(button)
if button == Enum.Button.Dismount then
Board.ControllingHumanoid.Jump = Controller:getButton(Enum.Button.Dismount)
end
if button == Enum.Button.Jump then
if Controller:getButton(Enum.Button.Jump) and jumpok then
jumpok = false
KickAnim:Stop()
LeftAnim:Stop(.5)
RightAnim:Stop(.5)
OllieAnim:Play(0,1,4)
Board.StickyWheels = false
Board:ApplySpecificImpulse(Vector3.new(0,100,0))
OllieHack.force = Vector3.new(0,1200,0)
didAction("jump")
delay(.1, function() if (OllieHack ~= nil) then OllieHack.force = Vector3.new(0,0,0) end end)
else
Board.StickyWheels = true
end
end
end
function onEquip(humanoid, controller)
print("Board equipped")
print(controller)
if not Controller then -- debounce
Controller = controller
makeGyro(humanoid)
controller.AxisChanged:connect(onAxisChanged)
Board.MoveStateChanged:connect(onMoveStateChanged)
CoastingAnim = humanoid:loadAnimation(Board.coastingpose)
LeftAnim = humanoid:loadAnimation(Board.leftturn)
RightAnim = humanoid:loadAnimation(Board.rightturn)
OllieAnim = humanoid:loadAnimation(Board.ollie)
--OllieAnim:AdjustSpeed(2)
KickAnim = humanoid:loadAnimation(Board.boardkick)
CoastingAnim:Play()
Controller:bindButton(Enum.Button.Jump, "Ollie")
Controller:bindButton(Enum.Button.Dismount, "Dismount")
Controller.ButtonChanged:connect(onButtonChanged)
end
end
function onUnequip(board)
print("Board unequipped")
Controller = nil
Gyro.Parent = nil
Gyro= nil
CoastingAnim:Stop()
KickAnim:Stop()
CoastingAnim = nil
KickAnim = nil
LeftAnim:Stop()
LeftAnim = nil
RightAnim:Stop()
RightAnim = nil
OllieAnim:Stop()
OllieAnim = nil
if (OllieThrust ~= nil) then
OllieThrust:Remove()
OllieThrust = nil
end
end
-- connect events
Board.equipped:connect(onEquip)
Board.unequipped:connect(onUnequip)
-- main program
-- we could have missed the onEquip event on script start
if Board.Controller and not Controller then
onEquip(Board.ControllingHumanoid, Board.Controller)
end

2 comments
Please format it properly, thank you
Umm, please format it fully xD. You're switching from just plain text to Code Block every now and then, I can't read it too well.