The issue you’re encountering with mouse.TargetFilter
likely stems from how TargetFilter
works in conjunction with your scripts. TargetFilter
sets an instance (or a list of instances) to be ignored by the mouse’s targeting system. If multiple scripts attempt to modify the TargetFilter
, they can overwrite or conflict with each other, causing bugs.
Here’s an analysis and potential solutions:
Why One Script Works and the Other Doesn’t
-
Overwriting TargetFilter
:
- Each script that modifies
mouse.TargetFilter
overwrites the previous value. If multiple scripts run simultaneously and modify mouse.TargetFilter
, only the last set value will remain active.
-
Shared Mouse Instance:
- Since
Player:GetMouse()
returns the same Mouse
object for the player, all scripts accessing it are modifying the same Mouse.TargetFilter
. This can lead to conflicts if not handled properly.
Solutions
1. Use a Table for TargetFilter
TargetFilter
accepts a single instance or a list of instances. Instead of overwriting the TargetFilter
in each script, you can maintain a shared table of parts to filter out.
local mouse = player:GetMouse()
local targetFilterParts = {}
-- Add part to TargetFilter
local function addToTargetFilter(part)
if not table.find(targetFilterParts, part) then
table.insert(targetFilterParts, part)
mouse.TargetFilter = targetFilterParts
end
end
-- Remove part from TargetFilter
local function removeFromTargetFilter(part)
for i, v in ipairs(targetFilterParts) do
if v == part then
table.remove(targetFilterParts, i)
break
end
end
mouse.TargetFilter = #targetFilterParts > 0 and targetFilterParts or nil
end
Update each script to use these functions for adding and removing parts from TargetFilter
.
2. Script Communication for TargetFilter
If multiple scripts are interacting with the TargetFilter
, centralize its handling in a single module script.
Module Script Example (TargetFilterHandler):
local TargetFilterHandler = {}
local targetFilterParts = {}
function TargetFilterHandler:AddPart(part)
if not table.find(targetFilterParts, part) then
table.insert(targetFilterParts, part)
game.Players.LocalPlayer:GetMouse().TargetFilter = targetFilterParts
end
end
function TargetFilterHandler:RemovePart(part)
for i, v in ipairs(targetFilterParts) do
if v == part then
table.remove(targetFilterParts, i)
break
end
end
game.Players.LocalPlayer:GetMouse().TargetFilter = #targetFilterParts > 0 and targetFilterParts or nil
end
return TargetFilterHandler
In Your Scripts:
local TargetFilterHandler = require(game.ReplicatedStorage.TargetFilterHandler)
TargetFilterHandler:AddPart(trackingPart)
3. Separate Tools or Abilities
If you’re designing tools or abilities that each need their own targeting system, ensure they don’t interfere with each other:
- Only set
TargetFilter
when the tool is equipped.
- Clear
TargetFilter
when the tool is unequipped.
Updated Script Example
Here’s an updated version of your script using a shared table approach:
local tool = script.Parent
local cooldown = false
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local animation = script:WaitForChild("Up")
local animater = humanoid:LoadAnimation(animation)
local mouse = player:GetMouse()
local toolequipped = false
local trackingPart = Instance.new("Part")
trackingPart.Size = Vector3.new(1.5, 1.5, 1.5)
trackingPart.Color = Color3.new(0.215686, 1, 0)
trackingPart.Transparency = 0.5
trackingPart.Shape = Enum.PartType.Ball
trackingPart.Material = Enum.Material.Neon
trackingPart.Anchored = true
trackingPart.CanCollide = false
trackingPart.Parent = workspace
local targetFilterParts = {trackingPart}
mouse.TargetFilter = targetFilterParts
tool.Equipped:Connect(function()
toolequipped = true
while toolequipped do
local hit = mouse.Hit
if hit then
local characterPosition = character.PrimaryPart.Position
local hitPosition = hit.Position
local distance = (hitPosition - characterPosition).magnitude
local minDistance = 5
if distance > minDistance then
trackingPart.Position = hitPosition + Vector3.new(0, trackingPart.Size.Y / 2, 0)
else
local direction = (hitPosition - characterPosition).unit
trackingPart.Position = characterPosition + direction * minDistance + Vector3.new(0, trackingPart.Size.Y / 2, 0)
end
end
wait(0.01)
end
end)
tool.Unequipped:Connect(function()
toolequipped = false
trackingPart.Position = Vector3.new(0, -1000, 0)
end)
tool.Activated:Connect(function()
if not cooldown and toolequipped then
local pos = trackingPart.CFrame
cooldown = true
animater:Play()
game.ReplicatedStorage.RemoteTools.Blaster.Sans.BlastZone:FireServer(pos)
trackingPart.Color = Color3.new(1, 0, 0.0156863)
wait(9)
cooldown = false
trackingPart.Color = Color3.new(0.215686, 1, 0)
end
end)
Final Thoughts
Using a shared table or centralized module ensures that your TargetFilter
doesn’t overwrite itself, avoiding bugs when multiple scripts attempt to use it simultaneously. If you still face issues, it’s worth checking for any other scripts that might also modify TargetFilter
.