local part = script.Parent
local debounce = false
part.Touched:Connect(function(random)
local humanoid = random.Parent:FindFirstChild("Humanoid")
if debounce then
return
end
if humanoid then
debounce = true
for i = 1,10 do
local x = math.random(1,200)
print(x)
local y = 100
local z = math.random(1,500)
local PartClone = part:Clone()
PartClone.Parent = workspace
PartClone.Position = Vector3.new(x,y,x)
wait()
end
end
end)
Code i have so far.
Works well but this allows it so when the cloned parts are touched, they make more cloned parts which is what i dont want
You see script.Parent.
When the part is cloned the same script is added as the child of the cloned part which creates a connection object on Touched with it’s Parent.
Instead parent the script to something like ServerScriptService.
From there add the path to the default part.
local part = script.Parent
local debounce = false
part.Touched:Connect(function(random)
local humanoid = random.Parent:FindFirstChild("Humanoid")
if debounce then
return
end
if humanoid then
debounce = true
for i = 1,50 do
local x = math.random(1,200)
local y = 100
local z = math.random(1,200)
local PartClone = part:Clone()
PartClone.Parent = workspace
PartClone.Position = Vector3.new(x, y ,z)
humanoid.Health = humanoid.Health - 10
print(x)
print(z)
wait()
end
end
end)
I added something to decrease humanoid hp.
What if i wanted that to move on to the cloned parts but not the script that makes them clone more?
Create separate Connection with cloned part.
example -
local main = workspace.Main -- referring to the part that can clone
local function hp(hit)
-- your code
end
local function onTouched(hit)
local clone = main:Clone() -- cloned the main part
--[[ ... ]]
-- now creating seperate connection with the cloned part
clone.Touched:Connect(hp)
end
Sorry for not clarifying that off.
That is the rest of the code you want to write after cloning.
I should have just wrote --rest of the code instead of that ellipsis.