#this is NOT a dash

1 messages · Page 1 of 1 (latest)

cyan birch
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skip to 0:20

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local uis = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character
local HumRP = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local torso = character:WaitForChild("Torso")
local tX = torso.Position.X
local tY = torso.Position.Y
local tZ = torso.Position.Z

print(tX, tY, tZ)

uis.InputBegan:Connect(function(input, gpe)
    if input.KeyCode == Enum.KeyCode.Q then
        if gpe then
            return
        end
        local LV = Instance.new("LinearVelocity")
        local AT = Instance.new("Attachment")
        LV.Parent = torso
        AT.Parent = torso
        AT.Name = "DashAttachment"
        AT.Position = Vector3.new(tX, tY, tZ)
        LV.Attachment0 = AT
        LV.MaxForce = 10000
        task.wait(1)
        LV:Destroy()
        AT:Destroy()
    end
end)
heavy zephyr
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well

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use .maxaxesforces instead

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LV.MaxAxesForce = Vector3.new(30000, 0, 30000)

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also

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LV.ForceLimitMode = Enum.ForceLimitMode.PerAxis

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or i may just upload a free to use dash system for people to use

naive steeple
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no

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just do

HumRP.AssemblyLinearVelocity = HumRP.CFrame.LookVector * 100 -- replace number with desired dash power
heavy zephyr
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this works fine

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isnt a velocity constraint better anyway, never used assemblylinearvelocity

naive steeple
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use that instead

heavy zephyr
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whats better about assemblyvelocity

naive steeple
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like u can use it to make the part move forwards greatly

naive steeple
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?

heavy zephyr
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no

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it doesnt

naive steeple
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mmmm

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ig i have alot to learn about linear velocity instances

heavy zephyr
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.peraxis makes it so when your in the actually applies the vertical velocity to go down, otherwise your just stuck in the air

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Enum.ForceLimitMode.PerAxis

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i can give an example if you need

naive steeple
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nah im fin