local uis = game:GetService("UserInputService")
local ts = game:GetService("TweenService")
local plr = game.Players.LocalPlayer
local hrp = plr.Character.HumanoidRootPart
local anim = script.Animation
local forceanim = plr.Character.Humanoid.Animator:LoadAnimation(anim)
forceanim.Priority = Enum.AnimationPriority.Action4
local distance = 4
uis.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F then
local mouse = plr:GetMouse()
if mouse.Target == nil then return end
if mouse.Target.Parent:FindFirstChild("HumanoidRootPart") then
local echar = mouse.Target.Parent
local ehrp = echar.HumanoidRootPart
forceanim:Play()
wait(forceanim.Length - 0.1)
for i,v in pairs(echar:GetDescendants()) do
if v:IsA("BasePart") then
v.CollisionGroup = "Forced" -- Making the enemy player intangible to the player holding him (it can be abused to glitch through walls though)
end
end
ts:Create(ehrp,TweenInfo.new(0.1,Enum.EasingStyle.Linear),{CFrame = hrp.CFrame + hrp.CFrame.LookVector * distance}):Play()
local keeploop = true
spawn(function()
while keeploop == true do
wait()
ts:Create(ehrp,TweenInfo.new(0,Enum.EasingStyle.Linear),{CFrame = hrp.CFrame + hrp.CFrame.LookVector * distance}):Play()
end
end)
wait(2)
keeploop = false
for i,v in pairs(echar:GetDescendants()) do
if v:IsA("BasePart") then
v.CollisionGroup = "Default"
end
end
end
end
end)
yes thanks for sending me this but, its suppose to be diffrent. i cant show you an example but i can send you a game link so if you want to check what i mean here: saber BG [ULTIMATE] - Roblox but the thing is, its a hitbox that is attached to the player and whoever touches the hitbox gets roped and when the player that forcechoked the other person moves they are suppose to move the direction off the player who used the forcechoke if you get that? i would love to get a respondse tho cuz i am still having this stupid choke
I guess you can just use the same script but make it fire when another player enters the hitbox. I don’t know how it works since there are no dummies in the game.
so what happends = when the hitbox gets hit the players hipheight is 7 and plays an anim, then a rope get attached to the player but this results issues wich i dont really know a solution for yet.
I suspect you might have more luck achieving your desired result by using RodConstraints rather than RopeConstraints. Here’s a link to the doc article about them:
Edit: @idkyouknowl Actually after reading every comment I think using a WeldConstraint would also be a good way to achieve the result with the benefit of not having to worry about calculating the Rope or Rod’s Length. I would suggest welding the PrimaryParts of the characters that enter the hitbox to the PrimaryPart of the character that activated the force choke then destroying the WeldConstrains after 2 seconds have passed using game:GetService("Debris"):AddItem(weldConstraint, 2)
i could do this but, this will also make it weird since if a player gets forcechoked and another player too it will cause a problem bc the 2 players will collide with each other i think? also i already tried rodconstraint, it was almost the same as ropeconstraint sadly, maybe i just need to mess around with bodyvelocitys to get the right values ig…
sadly it doesthe lightsabers use raycasthitboxv4 and if they detect a hit they will do what is in the script meaning cutting off an arm/leg wich will affect gameplay so i have to just have to find another way.