Right so i made a dive script that relies on animation and roblox bodyposition physics, however this method seems unstable and in so many ways a bit to buggy. Is there any substitution i can use instead of BodyPosition?
Humanoid.JumpPower = 1 Humanoid.WalkSpeed = 0 Humanoid.PlatformStand = true local Look = Character.HumanoidRootPart.CFrame.LookVector local BodyMover = Instance.new("BodyForce", Character.HumanoidRootPart) local BodyMover2 = Instance.new("BodyForce", Character.HumanoidRootPart) LoadedAnimation:Play() BodyMover.Force = Look * 1500 BodyMover2.Force = Vector3.new(0, .85, 0) * 3000 wait(.5) BodyMover2.Force = Vector3.new(0, -.55, 0) * 3000 BodyMover.Force = Look * 500
This action only works after the player has double jumped, then it sets the humanoids state into a platformstand and does the animation and uses the bodymover/position, however i want it to be a consistent smooth arc instead of just hoping and praying that when you land that you don't glitch or get sent flying. Any suggestions not involving roblox's physics?
Sorry if this was difficult to understand if you want to see how the dive script works, you can test it here: https://www.roblox.com/games/2816838979/World-of-Platforming