Is your feature request related to a problem? Please describe.
When swimming, there isn't a 100% way to detect when a player is in a swimming or gas state and I feel it restricts mechanic making for underwater gameplay or in gas gameplay.
Describe the solution you'd like
So my solution is to use a similar method to how button interactions work, but in this case this is only Client Sided:
If "LiquidNumberId" or "GasNumberId" parameter is left blank it will assume for any instance where a player in a swimming or gas state, but imputed the number it would apply for exact gas or liquid.
Example of this can be used
An example of this can be like when a person enters a gas or all gasses their player speed slow downs, and sfx like heavy breathing will get amplified to make a realistic effect.
Is your feature request related to a problem? Please describe. When swimming, there isn't a 100% way to detect when a player is in a swimming or gas state and I feel it restricts mechanic making for underwater gameplay or in gas gameplay.
Describe the solution you'd like So my solution is to use a similar method to how button interactions work, but in this case this is only Client Sided:
MapLib:SwimmingEvent(LiquidNumberId):Connect(function(player) )
MapLib:GasEvent(GasNumberId):Connect(function(player) )
If "LiquidNumberId" or "GasNumberId" parameter is left blank it will assume for any instance where a player in a swimming or gas state, but imputed the number it would apply for exact gas or liquid.
Example of this can be used
An example of this can be like when a person enters a gas or all gasses their player speed slow downs, and sfx like heavy breathing will get amplified to make a realistic effect.