✓ 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
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
Humanoid.Jump = true
wait(0.5)
Humanoid.JumpPower = 50
ok = true
end
end)
3 comments
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!
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.
this is a awesome answer dude