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What do you want to achieve? I need to create a efficient crusher system.
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What is the issue? I didn’t find a good way to do it
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What solutions have you tried so far? I made my own using the position of the head or the PrimaryPart of the character but it is very unpredictable.
My Code:
local MainPartReference = Char.Head
while true do
task.wait()
if Char.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then -- even if i put this condition, it is too unpredictable and does damage when it is not necessary
print(MainPartReference.Position.Z) -- never used the z coordinate because i realized how inefficient the code was
if MainPartReference.Position.Y < 1 or MainPartReference.Position.X < -247 then -- i was testing the x coordinate
if Char.Humanoid.Health <= 0 then
if Char:FindFirstChild("AtoClient") then
Char.AtoClient.Stances.GibsOnDeath.Value = true -- custom death i made
break
end
else
task.wait(.2) -- cooldown
DamageHandler:SetDamage(ReplicatedStorageService.AtoEngine.api.DamageFeedback.WorldObjects, Char.Humanoid, "physics", nil, Char:GetScale() * 10, 1, 1, true) -- custom damage function i made
end
end
end
end