it also damages the person that spawned in the blaster, which I don’t want. I tried to fix it a lot of times but it doesn’t work. I saw other scripts and tried to use it on this but it doesn’t work for some reason.
Could you tell me where the Damage Value and Script are?
Reference a conditional check that the user that cast the Blaster is not equal to the user that touched it
it is in the gaster blaster, the value of the damage is 9223372036854775807
this is the things in the blaster.
You’re basically damaging every Humanoid of hit.Parent, meaning everything that blends in the “Death Zone” will take that amount of damage
I don’t really know how a Gaster Blaster is made, does a spawner Character Part go inside of the Blaster in any way?
rbxassetid://6593841988 this is the asset, you can check the scripts inside of it sicne i dont know how to show it in the devfourm
try to make it spawn in front of the player by a few studs if thats what you mean
that wont rally help since you have to move to doge others.
I’ll say this again:
You’ll have to insert some kind of Value Object if you want the caster (Player that casted the blaster) to not take damage from the part, but other players do
Does the Spawner’s Character hold the Gaster Blaster?
let me record my self. to show what the problem is.
What jackscarlett is saying is, define the Spawner’s Humanoid and if the Humanoid of someone who has hit the beam isn’t the one of the Spawner then you make THEM take damage
the Value Object he means is basically giving damage to those who don’t have the same Humanoid Properties or the same x-Value ( x could be Bool, Int, etc… ) as the Spawner’s. You could give the Gaster Blaster Spawner higher WalkSpeed than those who hit the beam
let me just post the script shall I? I don’t really understand what you guys said.
A Value Object is basically a Object that you can use globally that stores a value
Say I have a NumberValue, and it’s “Value” is 10
local NumberValue = workspace.NumberValue
print(NumberValue.Value) --This would be 10
And on another script:
local DefinitelyNotANumber = workspace.NumberValue
print(DefinitelyNotANumber.Value) --Still would output 10
And yes please do send the script, should’ve started with that in the OP from the start
while true do
local p = Instance.new(“Part”, script.Parent)
p.Name = “ChargingAura”
p.Anchored = true
p.CFrame = script.Parent.BeamCharging.CFrame
p.Shape = Enum.PartType.Ball
p.Size = Vector3.new(script.Parent.BeamCharging.Size.X * 2.5, script.Parent.BeamCharging.Size.X * 2.5, script.Parent.BeamCharging.Size.X * 2.5)
p.Material = Enum.Material.Neon
p.Transparency = 1
p.CanCollide = false
script.Parent.Beamer.Charge:Play()
for i = 1,20 do
p.Size = p.Size - Vector3.new(script.Parent.BeamCharging.Size.X * 0.075, script.Parent.BeamCharging.Size.X * 0.075, script.Parent.BeamCharging.Size.X * 0.075)
p.Transparency = p.Transparency - 0.0375
script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(2.25), math.rad(0), math.rad(0))
wait(0.025)
end
game.Debris:AddItem(p, 0.5)
wait(0.5)
local c = Instance.new(“Part”, script.Parent)
local e = Instance.new (“SpecialMesh”)
e.MeshType = Enum.MeshType.Sphere
e.Parent = c
c.Name = “GasterBeam”
c.Color = BrickColor.new(“Gold”).Color
c.Anchored = true
c.Shape = Enum.PartType.Cylinder
c.Size = Vector3.new(0, script.Parent.BeamCharging.Size.Y * 7, script.Parent.BeamCharging.Size.Z * 7)
c.Material = Enum.Material.Neon
c.Transparency = 0
c.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild(“Humanoid”) then
hit.Parent:FindFirstChild(“Humanoid”):TakeDamage(script.Parent.Damage.Value)
end
end)
script.Parent[“Right Eye”].Transparency = 1
script.Parent.Beamer.Shoot:Play()
for i = 1,10 do
c.Size = c.Size + Vector3.new(script.Parent.BeamCharging.Size.X * 10, script.Parent.BeamCharging.Size.Y / 10, script.Parent.BeamCharging.Size.Z / 10)
c.Transparency = c.Transparency + 0.025
c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
c.CanCollide = false
wait(0.00001)
end
for i = 1 , 2 do
for i = 1,10 do
c.Size = c.Size - Vector3.new(-(script.Parent.BeamCharging.Size.X * 2), script.Parent.BeamCharging.Size.Y / 20, script.Parent.BeamCharging.Size.Z / 20)
c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
c.Transparency = c.Transparency - 0.025
wait(0.025)
end
for i = 1,10 do
c.Size = c.Size + Vector3.new(script.Parent.BeamCharging.Size.X * 2, script.Parent.BeamCharging.Size.Y / 10, script.Parent.BeamCharging.Size.Z / 10)
c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
c.Transparency = c.Transparency + 0.025
wait(0.00001)
end
wait()
end
for i = 1,10 do
c.Size = c.Size - Vector3.new(-(script.Parent.BeamCharging.Size.X * 2), script.Parent.BeamCharging.Size.Y / 4, script.Parent.BeamCharging.Size.Z / 4)
c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
c.Transparency = c.Transparency - 0.025
wait(0.00001)
end
game.Debris:AddItem(c, 0)
script.Parent["Right Eye"].Transparency = 0
for i = 1,20 do
script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-2.25), math.rad(0), math.rad(0))
wait(0.00001)
end
script.Parent.Beamer.Bling:Play()
wait(0.5)
end
yeeeee i dont know how to insert a code thingy in here.