i followed a tutorial from @GnomeCode
The void is an entity that was drawn by my little brother, looks like this
the entire game is driven by a tutorial (i cant code it on my own, like what the heck is a hashtag before a number) and i dont know how to make him rebound 1-3 times
heres the code from the tutorial (its a modulescript):
local Void = {}
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
function Void.FindPlayers(model)
local players = Players:GetPlayers()
local characters = {}
for i, player in ipairs(players) do
if player.Character then
table.insert(characters, player.Character)
end
end
local overlapParams = OverlapParams.new()
overlapParams.FilterType = Enum.RaycastFilterType.Whitelist
overlapParams.FilterDescendantsInstances = characters
local collisions = workspace:GetPartsInPart(model.Hitbox, overlapParams)
for index, obj in ipairs(collisions) do
if obj.Name == "HumanoidRootPart" then
local rayDirection = obj.Position - model.Void.Position
local result = workspace:Raycast(model.Void.Position, rayDirection)
if result and result.Instance then
local hit = result.Instance
if hit == obj or hit:FindFirstAncestor(obj.Parent.Name) then
print("HIT")
obj.Parent.Humanoid.Health = 0
end
end
end
end
end
function Void.LerpTo(model, target)
local alpha = 0
local speed = 200
local distance = (model.PrimaryPart.Position - target.Position).Magnitude
local relativeSpeed = distance / speed
local startCFrame = model.PrimaryPart.CFrame
local loop = nil
local reachedTarget = Instance.new("BindableEvent")
loop = RunService.Heartbeat:Connect(function(delta)
Void.FindPlayers(model)
local goalCFrame = startCFrame:Lerp(target.CFrame, alpha)
model:PivotTo(goalCFrame)
alpha += delta / relativeSpeed
if alpha >= 1 then
loop:Disconnect()
reachedTarget:Fire()
end
end)
reachedTarget.Event:Wait()
end
function Void.Navigate(model, prevNum, maxNum, generatedRooms)
for i=prevNum, maxNum do
local room = generatedRooms[i]
Void.LerpTo(model, room.Enterance)
local waypoints = room:FindFirstChild("Waypoints")
if waypoints then
for i=1, #waypoints:GetChildren() do
Void.LerpTo(model, waypoints[i])
end
end
Void.LerpTo(model, room.Exit)
end
end
function Void.new(number, generatedRooms)
local enemyModel = workspace.Enemies.Void:Clone()
local prevNum = number - 10
local maxNum = number + 1
local prevRoom = generatedRooms[prevNum]
if not generatedRooms[maxNum] then
maxNum = #generatedRooms
end
local maxRoom = generatedRooms[maxNum]
enemyModel:PivotTo(prevRoom.Enterance.CFrame)
enemyModel.Parent = workspace
Void.Navigate(enemyModel, prevNum, maxNum, generatedRooms)
local lastDoor = maxRoom.Door
lastDoor.OpenEvent:Fire()
enemyModel.Void.Anchored = false
enemyModel.Particles.Anchored = false
enemyModel.Particles.Void.Enabled = false
enemyModel.Void.CanCollide = false
enemyModel.Particles.CanCollide = false
end
return Void
heres the explorer that handles room generation and entity spawning
smiler is a different entity that works fine, and im not using right now (you can see the modulescript above)
Server handles room generation, and spawns the void every % 12 == 0
rooms
any new information or any code or questions about this i will answer, if i can