#jumping on boxes
37 messages · Page 1 of 1 (latest)
its much more complex than that
There is a bool in the humanoid called Jumping
no not that
It stays true for a short bit after landing
you can use that
or you can even use raycast under you
You don't need the local script in starterplayerscripts
local box = script.Parent
local debounce = false
function onTouched(part)
if part.Parent:FindFirstChild("Humanoid") and humanoid:GetState() == Enum.HumanoidStateType.Landed and not jumping and not debounce then
debounce = true
box:BreakJoints()
wait(0.5)
box:Destroy()
end
end
box.Touched:Connect(onTouched)
I'm talking about the second script he made
lol
He made another script for a condition
and humanoid.Jump cannot be set
@untold panther Is this a singleplayer game
remove the not jumping part
and make humanoid into part.Parent.Humanoid
Try that
yes no point
Hmmm
I think you guys should make a part on top of the box that acts as a top hitbox
Could you elaborate ?
Lemme elaborate on what i am trying to tell
So , we will have a part on top of the box and we lock it to the box with weld constraint by setting the weld's P0 to the box itself and setting the P1 to the hitbox part
Then we set the C1's y value to whatever ypur boxs height is from the middle in the weld
Then we add a remote event in the replicated storage
And add our local script to starter char
Then add the server script inside the box, however if there is multiple boxes in a folder then we add our server script in the folder
its simple just create a part at least 2 studs away from the part then when the Part is touched
the Part that wants to be disassembled it will work
We make our local script detect what our humanoid has touched and the part's name is equal to the hitbox part then we fire the remote event in the replicated storage and send what hitbox part we have touched as a parameter
On the server script, we detect when the remote event has been fired and get the player's char through remote event's first parameter and get the part it touched through the second parameter
We gonna check the second parameter's Name and if it's equal to general hitbox part name then we destroy the part's parent
💀
My man might need to get good at english
