Thanks but I guess I actually didn’t find the solution it still damages me when I fire it even though I fired it.
I mean you could just simply exclude the Character that cast the Fireball in the first place if you want that instead, that’d be easier to do
Okay but how so should I do this?
Since we have the Caster’s Character, we can just simply check if the Character that we hit is equal to the Caster or not
local FireballDamage = 25
local DB = false
Clone.Touched:Connect(function(Hit)
local Target = game.Players:GetPlayerFromCharacter(Hit.Parent)
if not DB and Target and Target ~= Character then
local Character = Hit.Parent
DB = true
Character.Humanoid:TakeDamage(FireballDamage)
wait(1)
DB = false
end
end)
Try this?
ServerScriptService.Fireball:32: Expected ‘end’ (to close ‘function’ at line 6), got ; did you forget to close ‘then’ at line 25?
You missed an end
somewhere, this should be your full-on script?
--Server Script inside ServerScriptService
local Event = game.ReplicatedStorage:WaitForChild("RemoteEvent")
local Fireball = game.ServerStorage:WaitForChild("Fireball")
local Speed = 80
local Offset = 10
Event.OnServerEvent:Connect(function(Player)
local Character = Player.Character
local Clone = Fireball:Clone()
Clone.Parent = workspace
Clone.Position = Character.HumanoidRootPart.Position + Character.HumanoidRootPart.CFrame.LookVector * Offset
local BodyVel = Instance.new("BodyVelocity")
BodyVel.Parent = Clone
BodyVel.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
BodyVel.Velocity = Character.HumanoidRootPart.CFrame.LookVector * Speed
local FireballDamage = 25
local DB = false
Clone.Touched:Connect(function(Hit)
local Target = game.Players:GetPlayerFromCharacter(Hit.Parent)
if not DB and Target and Target ~= Player then
local TargetChar = Hit.Parent
DB = true
TargetChar.Humanoid:TakeDamage(FireballDamage)
wait(1)
DB = false
end
end)
end)
It still damages me rip oof but if I move the offset which I did it works and really that’s all I need!
I hate overlapping variables
I edited it, can you please try again?
In all honesty it didn’t work, but I don’t need it to work since when I was testing I set the offset to 0, but really I only need the offset to 5 so for me it’s an +A thanks for your help.
Gotcha, well if you do need the script to not-detect the caster I (HOPEFULLY) fixed it this time
I was referencing 2 different things yet again, fun
It %100 works! Thanks for your help!