This would have obvious issues if you jumped over a wall like you said, since the server would cast from the previous position on one side of the wall to the other side of the wall, and conclude that the player had noclipped there. Raycast from last position to current position.If > 0 and workspace:Raycast(PreviousPosition, - PreviousPosition, RaycastParameters) thenĬoroutine.resume(coroutine.create(function()Ĭorrect me if I’m wrong, but it seems like your system works like this: RaycastParameters.FilterDescendantsInstances = Local RaycastParameters = RaycastParams.new() ago local s loadstring (game:HttpGet ( (' true)) () print (s) deleted 2 yr. ago WHAT THE LINK NOCILP OreoDepast 2 yr. If not Character:FindFirstChild("HumanoidRootPart") then return end Noclip Script This thread is archived New comments cannot be posted and votes cannot be cast 1 5 5 comments Q&A shhIr0o 2 yr. Player.CharacterAdded:Connect(function(Character) Script: Players.PlayerAdded:Connect(function(Player) local noclip true char while true do if noclip true then for ,v in pairs (char:children ()) do pcall (function () if v.className 'Part' then. Any feedback of how I should fix things or what to improve will be appreciated, thanks. So I made this server-sided anti-noclip using raycasts but it’s way too sensitive to the point that jumping over a wall will count as noclip.
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