okay so basically, it does “work” the effects of the cold disease should be inside of the place where it says
if disease == "Cold" then
okay so basically, it does “work” the effects of the cold disease should be inside of the place where it says
if disease == "Cold" then
It still doesn’t work.
The code:
local collectionservice = game:GetService("CollectionService")
local virusbindable = game.ReplicatedStorage.VirusBindable
virusbindable.Event:Connect(function(disease,plr)
if disease == "Cold" then
local Cough1Copy = game.ReplicatedStorage.Cough1:Clone()
Cough1Copy.Parent = plr.Character.Head
local Cough2Copy = game.ReplicatedStorage.Cough2:Clone()
Cough2Copy.Parent = plr.Character.Head
print("GotCold!")
wait(8)
Cough1Copy:Play()
plr.Character.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed - .4
wait(8)
Cough2Copy:Play()
end
if disease == "remove disease" then
collectionservice:RemoveTag(plr,collectionservice:GetTags(plr))
end
end)
What is Cough1Copy
and Cough2Copy
?
They are coughing sounds. They’re just another addition to the cold.
your waiting 8 seconds to make them cough? also, are there errors being printed in the output?
Yeah, I make them wait 8 seconds. There are no errors being printed.
is “GotCold!” being printed? and why dont you add a print after the first wait(8) and see if it prints after eight seconds.
change plr.Character.Head
to plr.Head
, plr
is the players character whom got hit.
okay, so your going to want to change virusremote:FireServer("Cold",hit)
to virusremote:FireServer("Cold",hit.Parent)
Switched it, still shows this.
Handler Code:
virusbindable.Event:Connect(function(disease,plr)
if disease == "Cold" then
local Cough1Copy = game.ReplicatedStorage.Cough1:Clone()
Cough1Copy.Parent = plr.Head
local Cough2Copy = game.ReplicatedStorage.Cough2:Clone()
Cough2Copy.Parent = plr.Head
print("GotCold!")
wait(8)
Cough1Copy:Play()
plr.Character.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed - .4
wait(8)
Cough2Copy:Play()
end
if disease == "remove disease" then
collectionservice:RemoveTag(plr,collectionservice:GetTags(plr))
end
end)
Local Script (in tool):
local tool = script.Parent
local Debounce = true
local virusremote = game.ReplicatedStorage.VirusRemote
tool.Handle.Touched:Connect(function(hit)
print("newserver")
local Player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
if Player and Debounce == true then
Debounce = false
virusremote:FireServer("Cold", hit.Parent)
wait(1)
Debounce = true
end
end)
inside ofif disease == "Cold" then
; add this print(plr)
add it before anything else…
3030
Still doesn’t work. Weird.
virusbindable.Event:Connect(function(disease,plr)
print(plr)
if disease == "Cold" then
local Cough1Copy = game.ReplicatedStorage.Cough1:Clone()
Cough1Copy.Parent = plr.Head
local Cough2Copy = game.ReplicatedStorage.Cough2:Clone()
Cough2Copy.Parent = plr.Head
print("GotCold!")
wait(8)
Cough1Copy:Play()
plr.Character.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed - .4
wait(8)
Cough2Copy:Play()
end
if disease == "remove disease" then
collectionservice:RemoveTag(plr,collectionservice:GetTags(plr))
end
end)
oh my bad do print(plr.Name)
Nope.
virusbindable.Event:Connect(function(disease,plr)
print(plr.Name)
if disease == "Cold" then
local Cough1Copy = game.ReplicatedStorage.Cough1:Clone()
Cough1Copy.Parent = plr.Head
local Cough2Copy = game.ReplicatedStorage.Cough2:Clone()
Cough2Copy.Parent = plr.Head
print("GotCold!")
wait(8)
Cough1Copy:Play()
plr.Character.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed - .4
wait(8)
Cough2Copy:Play()
end
if disease == "remove disease" then
collectionservice:RemoveTag(plr,collectionservice:GetTags(plr))
end
end)
i’m going to open up studio, and try out this stuff really quick for testing. one second
it works, here:
Needle Example.rbxl (22.8 KB)
sorry, i was having issues with the touched event, so i made it where when you click it will make your walkspeed slower by 10 after two seconds, however; with some modifications, you can change player.Character
parameter in the :FireServer()
to be whoever was hit’s character.
let me know if you have any issues, or need any more help