The title is pretty self-explanatory, how would I go about making a move inside a fighting game that can be canceled by getting hit/taking enough damage.
It’s been in the back of my mind for a while and I still don’t really know how to go about doing it.
Could I use coroutine.yield()?
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below code block is pretty self-explanatory
--Inside Cancel Function
animationTrack:Stop()
AnimationTrack:Stop (roblox.com)
Thanks for the reply!
How do I stop other things like hitboxes and stuff? Do I just cycle through and Destroy them?
you can simply use if
, else
method for prevent taking damage
--Inside Hit Function
if cancelled then
damage = 0
end
if you using part.onTouched
event for detecting hits
i suggest you to use Raycasting to detect victim is front of hitter