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Jumping

This event fires when the Humanoid enters and leaves the Jumping Enum/HumanoidStateType.

When a Humanoid jumps this will fire with a active parameter of true before shortly afterwards firing again with an active parameter of false. This does not correspond with when a Humanoid has landed. For that, developers should listen for the Landed Enum/HumanoidStateType using Humanoid/StateChanged.

The active parameter of this event also corresponds with the Humanoid|Humanoid's Humanoid/Jump property.

You can disable jumping using the Humanoid/SetStateEnabled function.

Parameters

Name Type Default Description

Whether the Humanoid is entering or leaving the Jumping Enum/HumanoidStateType


Code Samples


Humanoid action events

This code, when run from a LocalScript parented to a Player/Character will listen to the Humanoid|Humanoid’s action events and print when they are fired.

This code sample is intended to demonstrate when each event does, and does not, fire.

local character = script.Parent 

local humanoid = character:WaitForChild("Humanoid")

humanoid.Climbing:Connect(function(speed)
	print("Climbing speed: ", speed)
end)

humanoid.FallingDown:Connect(function(isActive)
	print("Falling down: ", isActive)
end)

humanoid.GettingUp:Connect(function(isActive)
	print("Getting up: ", isActive)
end)

humanoid.Jumping:Connect(function(isActive)
	print("Jumping: ", isActive)
end)

humanoid.PlatformStanding:Connect(function(isActive)
	print("PlatformStanding: ", isActive)
end)

humanoid.Ragdoll:Connect(function(isActive)
	print("Ragdoll: ", isActive)
end)

humanoid.Running:Connect(function(speed)
	print("Running speed: ", speed)
end)

humanoid.Strafing:Connect(function(isActive)
	print("Strafing: ", isActive)
end)

humanoid.Swimming:Connect(function(speed)
	print("Swimming speed: ", speed)
end)