#Dobule Jump dont Resetting when hum State change to landed

15 messages · Page 1 of 1 (latest)

tender rain
#

local function Velocity(root, spd, height)
    if root and root.Parent then
        local bd = Instance.new("BodyVelocity")
        bd.Parent = root
        bd.MaxForce = Vector3.new(9000, 9000, 9000)
        bd.Velocity = root.CFrame.LookVector * spd + Vector3.new(0, height, 0)

        task.delay(0.1, function()
            if bd.Parent then
                bd:Destroy()
            end
        end)
    end
end

local function onLanded(root)
    if JumpCount[root] then
        JumpCount[root] = 0
    end
end

function module.doubleJump(root, height, MaximumJump, CD)
    local hum = root.Parent:FindFirstChild("Humanoid")
    if not hum then return end

    JumpCount[root] = JumpCount[root] or 0
    GlobalCd[root] = GlobalCd[root] or false

    if not GlobalCd[root] and JumpCount[root] < MaximumJump then
        JumpCount[root] += 1

        if AnimationHandler then
            AnimationHandler.StartAnimations("DoubleJump", hum)
        end

        root.Velocity = Vector3.new(root.Velocity.X, height, root.Velocity.Z)

        GlobalCd[root] = true
        task.delay(CD, function()
            GlobalCd[root] = false
        end)
    else
        if JumpCount[root] >= MaximumJump then
        end
    end
end

local function setupLandingDetection(character)
    local humanoid = character:FindFirstChild("Humanoid")
    local root = character:FindFirstChild("HumanoidRootPart")

    if humanoid and root then
        humanoid.StateChanged:Connect(function(_, newState)
            if newState == Enum.HumanoidStateType.Landed then
                onLanded(root)
            end
        end)
    end
end

Players.PlayerAdded:Connect(function(player)
    player.CharacterAdded:Connect(function(character)
        setupLandingDetection(character)
    end)
end)

return module
#

because I dont have nitro I had to remove the top part and all of the warnings/print messages

#

let me know if this works I'm not actually sure if it will I apologize

sudden sage
#

okk

sudden sage
#

np dont work

tender rain
#

still doesnt work?

sudden sage
#

np

#

its not working

tender rain
#

any error messages?

sudden sage
#

only i reached max of the jumps

#

but this happened to mee too before

signal oyster
#

if JumpCount[root] >= MaximumJump then
end

Remember to finish this part.