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  1. 10 sie 2024 · warn ("COPY GAME - Starting to save/copy game.") print ("STARTED...") print ("SAVING/COPYING GAME, MUST TAKE UP TO 2-5 MINUTES.") print ("IF SMALL GAME ITS GONNA BE FAST.") Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.

  2. 29 lip 2024 · Now that every character gets a ControllerManager when they join the game, we need to make the code that actually updates the character with information so the player can, well, control the character. Here’s how we’ll do it. Roblox gives us access to the direction the character wants to go in via Humanoid.MoveDirection.

  3. Sure, I can provide you with a basic example of a dash mechanic in Lua for a Roblox game. Keep in mind that this is a simple illustration, and you may need to adjust it based on your specific game requirements. lua. Copy code. -- Place this script in a LocalScript in a Player's character. local player = game.

  4. HumanoidStateType. Identifies, reads and sets the physics control state of a Humanoid. Humanoid:GetState () and Humanoid:ChangeState () methods, as well as the Humanoid.StateChanged event currently use this Enum.

  5. 28 sie 2018 · Over the last week or so I’ve been working on a custom character controller that allows players to defy gravity and do things like walk on walls and upside down. It has been my intention to release this to the public because I think if used correctly it can open up a lot of creativity in map design.

  6. 25 lut 2020 · GravityController.new (Player player) > Creates a GravityController object for the given player. Methods: GravityController:Destroy () > Destroys the GravityController object. This returns the player back to the standard character controller.

  7. Humanoid.StateChanged. This event fires when the state of the Humanoid is changed. As there is no "idle" humanoid state, you should instead use the Humanoid.Running event or listen to the RootPart part's Velocity to work out when the Humanoid is standing still.

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