What is number value needed for
to create a durability that communicates with pickaxe so that it knows how many blows it has to make to break the stone, that’s what I thought
You should try add NumberValue or IntValue to Stone model then name it as “HP”
Only detected if Model has Value as example. i gonna add extra for distance limit
local Tool=script.Parent
local Player=game.Players.LocalPlayer
local Mouse=Player:GetMouse()
local DAMAGE=1
local MAXDISTANCE=6
Tool.Activated:Connect(function()
if Mouse.Target and Mouse.Target.Parent and(Mouse.Hit.Position-Tool.Handle.Position).magnitude<MAXDISTANCE and Mouse.Target.Parent:FindFirstChild'HP'then -- I recommend to check if model have classname Value named HP
if Mouse.Target.Parent.HP.Value>0 then
Mouse.Target.Parent.HP.Value-=DAMAGE
print('work')
else
Mouse.Target.Parent:Destroy() -- If HP it's 0
end
end
end)
Players.ElectroFLash_1.Backpack.WoodPickaxe.MineScript:3: attempt to index nil with ‘GetMouse’ - Server - MineScript:3
I get this error
Clientside
local Tool=script.Parent
local Player=game.Players.LocalPlayer
local Mouse=Player:GetMouse()
local DAMAGE=1
local MAXDISTANCE=6
Tool.Activated:Connect(function()
if Mouse.Target and Mouse.Target.Parent and(Mouse.Hit.Position-Tool.Handle.Position).magnitude<MAXDISTANCE and Mouse.Target.Parent:FindFirstChild'HP'then -- I recommend to check if model have classname Value named HP
script.Parent.RemoteEvent:FireServer(Mouse.Target.Parent,DAMAGE)
end
end)
Serverside
script.Parent.RemoteEvent.OnServerEvent:Connect(function(p,HIT,DMG)
if HIT.HP.Value>0 then
HIT.HP.Value-=DMG
print('work')
else
HIT:Destroy() -- If HP it's 0
end
end)
Well i was actually show this
it works, it was my mistake that I put it in the script instead of the local script, but as an additional question, how can I make it spawn an item when that model is broken? that item is placed in serverStorage in a folder
I will try to make them some stone spawn by area you set
there i was already make example. just give me time
I noticed one thing, which I want to solve, I want it to destroy specific models, for example only the stone and already with another pickaxe to destroy other models, not all of which contain intValue (FOR ANOTHER PICKAXE I WILL DO IT ALONE AS I HAVE PICKAXES TO DO CHANGES) i
Yes it’s actually work if you just add NumberValue to any stone model then rename HP
but not put in parts
I meant that the wooden pickaxe can only break models called Stone1, Stone 2, etc
local CanBreakLevel=1
script.Parent.RemoteEvent.OnServerEvent:Connect(function(p,HIT,DMG)
if HIT.HP.Value>0 and HIT.Level.Value<=CanBreakLevel then
HIT.HP.Value-=DMG
print('work')
else
HIT:Destroy() -- If HP it's 0
end
end)
Then? add another NumberValue to stone then rename as Level
Set weak stone to level 1 then add another another stone for level 2
explain in more detail that I don’t understand where to put the script and what exactly is in the script, so that I can modify it later for other stones and Pickaxes
Ok. soo example
White stone it’s level Value 1 and Red stone it’s Level Value 2
if you set pickaxe level 2 it mean you only can damage stone level 1 and 2 only
Serverside
local CanBreakLevel=1 -- Configure this Depend what stone level if level 1 it mean you can't damage level 2
script.Parent.RemoteEvent.OnServerEvent:Connect(function(p,HIT,DMG)
if HIT.HP.Value>0 and HIT.Level.Value<=CanBreakLevel then
HIT.HP.Value-=DMG
print('work')
elseif HIT.Level.Value<=CanBreakLevel then
HIT:Destroy() -- If HP it's 0
end
end)
wait, how to put this script over the previous script without creating unnecessary problems and errors???
You can copy above script then replace your recent serverside script
RemoteEvent is not a valid member of Tool “Players.ElectroFLash_1.Backpack.WoodPickaxe” - Client - LocalScript:2
I got this error
The dev forum is not a place to ask for full scripts. However, this topic has been covered before:
Extra Note: (If you want the part to also destroy on the server create a remote event)
Then you forget add RemoteEvent to tool
Don’t skid. Go learn instead.