#Dashing System Distance Bug

1 messages · Page 1 of 1 (latest)

waxen basin
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Hello There! I am here to ask help about a recent bug I seem to not be able to solve

Recently, I've been making a game blah blah blah, I encountered a bug where my dash system, doesn't seem to be very consistent with the distance it dashes upon.

So during testing, I have determined these issues:

  • If in a building, not the baseplate, my dash distance goes alot further than if I were to dash within the baseplate.
  • If Im air dashing, using BodyPositions it seems to not be effected by such.

So in order to fix the bug I have tried several solutions, which include:

  • Using LinearVelocity instances instead of setting AssemblyLinearVelocity
  • Making all baseparts of the character Massless
  • NoPhysicsConstraint Instances
  • Applying BodyPositions
  • Normalizing my Dash Direction
  • Using BodyVelocity instead
  • Setting Platform standing to true
  • Transporting some of the dash logic towards the client
  • Accounting for player Mass in my DashDirection

Import Keypoints you should also know:

  • The dash system is fully server reliant, the client just fires the remote.
  • The dash system also relies on setting AssemblyLinearVelocity
  • Dash directions is calculated using movedirection, and lookvectors if player isnt moving
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That concludes it, I am also willing to show the code if its needed.

visual summit
waxen basin
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sent dm

waxen basin
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Bug is not solved yet by the way so do offer help feel free to do so

near wedge
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It has worked quite well when i was using it for explosion knockbacks and more

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Also vector force is the new version for body velocity since its deprecated

visual summit
waxen basin
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my player isnt massless though

ashen bluff
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frictions

gritty hornet
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whats the best way to make knockback

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is it assemblylinearvelocity?

near wedge
near wedge
waxen basin
# near wedge How do you use it?

i instanced it, set force to the dash direction, parented it to an attachment, both attach and vectorforcr parents is the torso of course.

near wedge
visual summit
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But it requires decent knowledge

near wedge
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ok thx

waxen basin
visual summit
waxen basin
primal meteorBOT
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studio** You are now Level 7! **studio

visual summit
waxen basin
gritty hornet
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humanoidrootpart.AssemblyLinearVelocity=Vector3.new(0,0,-100) pretty sure this goes forward

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assemblylinearvelocity is client sided

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BUT

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if you set like

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hrp:SetNetworkOwner(nil)

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then

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you can do it server sided

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but after that

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you have to set it back to the player

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to prevent delay controls and possibly other errors

visual summit
gritty hornet
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well i did it on the server and it didnt work so idk 🤷‍♂️

waxen basin
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I do not trust the client

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since i had experiences

waxen basin
primal meteorBOT
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studio** You are now Level 9! **studio

waxen basin
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i discovered why now

visual summit
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Ehy

waxen basin
# visual summit Ehy

So for context, the game I was developing is not owned by me, basically my friend does and i help him make stuff, the issue is that i never designed the map.

So essentially he did, in recent testing the map's floor seem to be the ONLY one changing my physics, I never cared to think what the actual floor material was made out of which was ice for some fucking reason. It was never the baseplate its been the map's floor this whole time

visual summit
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PAWS

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ARE YOU S1?

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WOOWWW

waxen basin
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yeahh

waxen basin
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yes we were right but

visual summit
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Material that causes different friction

waxen basin
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we were accusing the wrong part

visual summit
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Funny

waxen basin
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4 hours

visual summit
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Never thought that ice material can cuase diff friction

waxen basin
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yeah

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its ice technically

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so ofc it would give off alot more distance

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cuz its slippery and allat