I’m trying to Tween a part to its destination but I made a script that stops the tween when the part detects an objects in its path, however, the tween part just collides through the other parts.
Bar.Strike.MouseButton1Click:Connect(function()
Ball2.Block.Touched:Connect(function(hit)
if hit.Name == "GolfBall2" then
BTween1:Pause()
BTween2:Pause()
FTween:Pause()
end
end)
BTween1:Play()
wait(1)
BTween2:Play()
end)
```.
Touch events only fire when your tweened part (so your golfball in this case) are unanchored. Not sure if you already realised that, but it might be what you’re looking for.
I have no idea how this works. I tried but it there is obviously something wrong with the code
local function fireLaser()
-- Set an origin and directional vector
local caster = workspace.GolfBallDispense
local rayOrigin = caster.Position
local rayDirection = Vector3.new(0, 0, 80)
-- Build a "RaycastParams" object and cast the ray
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {caster.Parent}
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams)
if raycastResult then
local hitPart = raycastResult.Instance
-- Check if the part resides in a folder, that it's fully visible, and not locked
if hitPart.Parent == workspace.KillPartsModels["Dungeon Spikes"].SpikeRise4 then
-- Position beam ending attachment at hit point
caster.BeamEndAttachment.Position = Vector3.new(0, (hitPart.Position.Y-caster.Position.Y)+raycastResult.Position.Y, 0)
end
end
end
fireLaser()
Only if one of the parts is unanchored. Plus the Touch event is very unreliable. In more precise situations or in situations where both parts are anchored, either Region3 or OverlapParams should be used.
Correction:
I just got an update regarding this post and I did want to make a correction. The Touch event is only unreliable server-side as physics are mostly done client-side. You can also use GetTouchingParts if the touching parts are unachored. When I linked OverlapParams, I was mainly referring to methods like GetPartsInParts, which works with anchored parts too. There are other methods included in that page that are more performant at the cost of exact precision of the object’s shape.