#jumping on boxes

37 messages · Page 1 of 1 (latest)

shadow burrow
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Make a part on the top, then set a condition that stays true for .5 seconds after the jump.
If you hit that part and the condition is true, then you can so the mechanic.

untold panther
shadow burrow
untold panther
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no not that

shadow burrow
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It stays true for a short bit after landing

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you can use that

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or you can even use raycast under you

shadow burrow
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You don't need the local script in starterplayerscripts

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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)

shadow burrow
untold panther
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lol

shadow burrow
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He made another script for a condition

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and humanoid.Jump cannot be set

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@untold panther Is this a singleplayer game

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remove the not jumping part

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and make humanoid into part.Parent.Humanoid

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Try that

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yes no point

hoary nimbus
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Hmmm

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I think you guys should make a part on top of the box that acts as a top hitbox

untold panther
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wouldnt work

hoary nimbus
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Lemme elaborate on what i am trying to tell

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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

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Then we set the C1's y value to whatever ypur boxs height is from the middle in the weld

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Then we add a remote event in the replicated storage

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And add our local script to starter char

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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

untold panther
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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

hoary nimbus
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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

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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

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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

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💀

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My man might need to get good at english