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✓ ANSWER ACCEPTED

How do I make a proper/realistic bounce pad?

I'm making some basic features for my game and I'm stumped on making a bounce pad. I've watched tons of tutorials that use HumanoidRootPart.Velocity or BodyVelocity but those don't work because of the whole character friction-to-ground thing. I've seen the proper effect in a bunch of games (Project LAZER for example).

Anyone know how they make this bounce effect?

1 answer

✓ Accepted answer

Bounce pads can be made simply by using Humanoid.JumpPower which is the easiest method and most effective. We can make the player jump higher than normal by doing

Humanoid.JumpPower = 100 --change to whatever you want 50 is the normal jump power

now we have to add an event and check to see if the part is part of a player

script.Parent.Touched:Connect(function(hit)
	if hit.Parent:IsA("Model") then
		print("Is A Player")
	end
end)

next is to find and define the humanoid

script.Parent.Touched:Connect(function(hit)
	if hit.Parent:IsA("Model") then
		Humanoid = hit.Parent:FindFirstChild("Humanoid")
	end
end)

now to fill in the rest. I like to use a debounce so there is no threat of lag

ok = true
script.Parent.Touched:Connect(function(hit)
	if hit.Parent:IsA("Model") and ok == true then
		ok = false
		local Humanoid = hit.Parent:FindFirstChild("Humanoid")
		Humanoid.JumpPower = 100 --Makes the player jump higher
		Humanoid.Jump = true --Makes the player jump
		wait(0.5)
		Humanoid.JumpPower = 50 --Normal Jump
		ok = true
	end
end)

3 comments

0

Ok this makes much more sense than a body velocity or anything like that. I might even try it locally with a remote event to make it more responsive. Thanks!

0

It seems to work even better in a local script that fires the server. I have noticed that it doesn't bounce sometimes when you land on it. If you walk onto it then it's fine but coming down from another jump seems to mess it up.

1

this is a awesome answer dude

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