What do you want to achieve?** Keep it simple and clear!
I need to make a hit effect not the particle emitter effect but the burned part
effect.
What solutions have you tried so far?
I have tried deleting the part’s child when the lightsaber hits but it will do that to more than one part
here is my current script
local tool = script.Parent
local anim = tool:WaitForChild("Attack1")
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local Animator = humanoid:WaitForChild("Animator")
local debounce = false
local attacking = false
tool.Activated:Connect(function()
local track = Animator:LoadAnimation(anim)
if debounce ~= true then
track:Play()
attacking = true
wait(0.4)
attacking = false
end
end)
tool.Handle.Touched:Connect(function(part)
if debounce ~= true and attacking ~= false then
local char = part.Parent
local hum = char:WaitForChild("Humanoid")
hum:TakeDamage(10)
debounce = true
wait(0.5)
debounce = false
end
end)
touched event provides the part it touched in the first argument so u can do smth like
local partcut = false
tool.Handle.Touched:Connect(function(part)
if partcut == false then
partcut = true
-- cut touched limb here by removing welds
end
-- the rest of the damage script
end)
no it wouldn’t, it checks if the hitbox cut a part before, and if it did then it would just skip the part where it cuts it. please try it before saying that
This is the Touched event part of the script
It might be there’s a problem with it
as i did try it
tool.Handle.Touched:Connect(function(part)
if partcut == false then
partcut = true
local Motor = part:FindFirstChildWhichIsA("Motor6D")
Motor:Destroy()
end
if debounce ~= true and attacking ~= false then
local char = part.Parent
local hum = char:WaitForChild("Humanoid")
hum:TakeDamage(10)
debounce = true
wait(0.5)
debounce = false
end-- the rest of the damage script
end)
If it cuts more than once, maybe removing a Motor6d disconnects other parts from each other. Try making a false part and setting the real part’s transparency to 1.