You can write your topic however you want, but you need to answer these questions:
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What do you want to achieve? Keep it simple and clear!
I must make telekinesis power and i want to make a power that propel player and make an explosion when it touch a wall
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What is the issue? Include screenshots / videos if possible!
I have a part in replicated storage with particule emmiter it’s my explosion and i want clone it change the position to the ennemy humanoid and set parent to workspace
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What solutions have you tried so far? Did you look for solutions on the Developer Hub?
i try to add debounce
After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
it’s in a server script in all part in workspace
local Debounce = true
local CoolDown = 1
script.Parent.Touched:Connect(function(hit)
local Humanoid = hit.Parent:FindFirstChild("Humanoid")
if Humanoid then
local CanBeExplode = Humanoid:FindFirstChild("CanBeExplode")
if CanBeExplode then
if CanBeExplode.Value == true then
if Debounce == true then
Debounce = false
print("Explode")
local Explosion = game.ReplicatedStorage.Assets.Prue_Assets.Explosion:Clone()
Explosion.Position = hit.Parent:FindFirstChild("HumanoidRootPart")
Explosion.Parent = game.Workspace
CanBeExplode.Value = false
wait(CoolDown)
Debounce = true
end
end
end
end
end)
CanBeExplode it’s a bool value in all player set to false and server change it when player is propel i already make propel system
i don’t have any error it only works once
Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.
Disregard, read your debounce system wrong.
Could I possibly see an example of your CanBeExplode Boolvalue
system? I think the issue might lie there.
–In a local script:
local function ButtonHandler(action, inputState)
if action == "TelePunching" then
local target = mouse.Target
if target.Parent:IsA("Model") then
local Animator = Character.Humanoid.Animator
local TelekinesisPunch = Animator:LoadAnimation(TelePunchAnimation)
TelekinesisPunch:Play()
end
wait(0.8)
PowerEvent:FireServer(action, inputState, target)
elseif action == "ExplosivePunching" then
local Animator = Character.Humanoid.Animator
local TelekinesisPunch = Animator:LoadAnimation(TeleExplosivePunchAnimation)
local target = mouse.Target
TelekinesisPunch:Play()
wait(0.8)
PowerEvent:FireServer(action, inputState ,target ,Character.HumanoidRootPart)
end
end
UIS.InputBegan:Connect(function(input, isTyping)
if isTyping then return end
if input.KeyCode == Enum.KeyCode.H then
if CanTeleExplosivePunch == true then
CanTeleExplosivePunch = false
ButtonHandler("ExplosivePunching", input.UserInputState.Name)
wait(ExplosiveTelePunchCooldDown)
CanTeleExplosivePunch = true
end
end
end)
–In a server script:
if Power == "ExplosivePunching" then
if State == "Begin" then
for i, v in pairs(game.Workspace:GetChildren()) do
if v:IsA("Model") then
if (ClientHRP.Position - v:FindFirstChild("HumanoidRootPart").Position).Magnitude <= 25 then
if v ~= game.Workspace[client.Name] then
local physiscs = 3
local KnockBack = Instance.new("BodyVelocity")
KnockBack.Parent = v:FindFirstChild("HumanoidRootPart")
v:FindFirstChild("Humanoid").CanBeExplode.Value = true
KnockBack.MaxForce = Vector3.new(TotalForce,TotalForce,TotalForce)
KnockBack.Velocity = ClientHRP.CFrame.LookVector * Speed
The most I can infer here is that I’m either oblivious, or there’s likely some type of error within your ExplosivePunching
server-side script or your client-side script. I’m not well equipped to look at frameworks concerning physics, so I can’t really help you here, my condolences. I’d recommend to just review your client-side and server-side by perhaps putting some prints
here and there, and see where the problem lies.
I have just make an error and i don’t put .Position after Humanoid
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