Thanks for the clear explanation of what the problem is but could you provide a clear image of the problem and code samples.
Humanoid.Died:Connect(function()
wait(5)
local DummyClone = DummyStorage:Clone()
DummyClone.Name = Dummy.Name
DummyClone.Humanoid.MaxHealth = Humanoid.MaxHealth
DummyClone.Humanoid.Health = Humanoid.MaxHealth
DummyClone.Parent = workspace.TrainDummies
DummyClone:SetPrimaryPartCFrame(Dummy.HumanoidRootPart.CFrame)
script.Parent:Destroy()
end)
I don’t know, but did you update the game?
The game was updated 1 hour ago.
In the top left of studio, click file > publish to roblox and it should work
I just tried that, it didn’t work because I already published the game and its not a file.
Weird, can you copy-paste this same script into another one?
I have many NPCs in the game and they are all in one folder, what I did to save some time is clone the NPCs script and parent it to the model using another script that does that. So I can’t copy & paste it since it’s in all the NPCs.
Is that the whole script? Because i don’t see the humanoid variable being declared.
Could you please show your full code? Maybe there is a problem above the written code?
No, but the Humanoid is defined in the script before.
I think I found the problem!
As you stated you are connecting to this event through the server with a server script.
And I’m guessing you added prints to check if the NPC died but was changing the value of the health on the client instead of the server.
Here’s what I mean the server script isn’t connecting probably because your changing the health on the client and not the server.
I recommend you switch to the server then try again.
to
Then send the full script bruh
local Dummy = script.Parent
local Humanoid = Dummy:WaitForChild("Humanoid")
local SS = game:GetService("ServerStorage")
local RP = game:GetService("ReplicatedStorage")
local StatsFolder = RP:WaitForChild("Stats")
local QuestsFolder = SS:WaitForChild("Quests")
local DummyStorage = SS:WaitForChild("Dummy")
Humanoid.Died:Connect(function()
print("died")
if script.Parent:FindFirstChild("creator") then
if script.Parent.Name == "Level1" then
game.Players:FindFirstChild(Dummy.creator.Value).PlayerStats.Exp.Value += 160
elseif script.Parent.Name == "Level10" then
game.Players:FindFirstChild(Dummy.creator.Value).PlayerStats.Exp.Value += 800
elseif script.Parent.Name == "Level25" then
game.Players:FindFirstChild(Dummy.creator.Value).PlayerStats.Exp.Value += 1600
elseif script.Parent.Name == "Level50" then
game.Players:FindFirstChild(Dummy.creator.Value).PlayerStats.Exp.Value += 5000
end
local player = game.Players:FindFirstChild(Dummy.creator.Value)
local playerStats = StatsFolder:FindFirstChild(player.Name)
local QuestsDone = playerStats.QuestsDone
local CurrentQuest = QuestsDone:FindFirstChild(playerStats.CurrentQuest.Value)
local QuestData = QuestsFolder:FindFirstChild("Quest"..playerStats.CurrentQuest.Value)
if QuestData then
if QuestData.QuestType.Value == "Kill" then
local DummyLevel = string.match(Dummy.Name,"%d+")
if QuestData.QuestType.EnemyLevel.Value == 0 or QuestData.QuestType.EnemyLevel.Value == tonumber(DummyLevel) then
if CurrentQuest.QuantityDone.Value < CurrentQuest.Quantity.Value then
CurrentQuest.QuantityDone.Value += 1
player.PlayerGui:WaitForChild("QuestGui").Quest.Text = "Quest: "..QuestData.QuestText.Value.." ("..CurrentQuest.QuantityDone.Value.."/"..CurrentQuest.Quantity.Value..")"
player.PlayerGui.QuestGui.Reward.Text = "Reward: "..QuestData.Reward.Value.." EXP"
if CurrentQuest.QuantityDone.Value == CurrentQuest.Quantity.Value then
CurrentQuest.Value = true
player.PlayerGui.QuestGui.Reward.Text = "Talk to the NPC!"
end
end
end
end
end
end
wait(5)
local DummyClone = DummyStorage:Clone()
DummyClone.Name = Dummy.Name
DummyClone.Humanoid.MaxHealth = Humanoid.MaxHealth
DummyClone.Humanoid.Health = Humanoid.MaxHealth
DummyClone.Parent = workspace.TrainDummies
DummyClone:SetPrimaryPartCFrame(Dummy.HumanoidRootPart.CFrame)
script.Parent:Destroy()
end)
Everything was done on the Server. I tried that and it didn’t work also.
If so, then may I ask how the dummy is being damaged?
I’m not sure if this will work because in studio when I added “WaitForChild()” the died event couldn’t fire. Instead try this maybe it works:
local Humanoid = Dummy.Humanoid
connection = workspace.Stand.Stand["Left Arm"].Touched:Connect(function(hit)
local hum = hit.Parent:FindFirstChild("Humanoid")
if hum then
if hit.Parent.Name ~= owner then
if hit.Parent:FindFirstChild("creator") == nil then
local creator = Instance.new("StringValue")
creator.Value = owner
creator.Name = "creator"
creator.Parent = hit.Parent
game:GetService("Debris"):AddItem(creator,2)
elseif hit.Parent:FindFirstChild("creator") then
hit.Parent.creator.Value = owner
game:GetService("Debris"):AddItem(hit.Parent.creator,2)
end
if hum.Health > 0 then
if (hum.Health - player.PlayerStats.StandDamage.Value) <= 0 then
hum:TakeDamage(hum.MaxHealth)
elseif (hum.Health - player.PlayerStats.StandDamage.Value) >= 0 then
hum:TakeDamage(player.PlayerStats.StandDamage.Value)
end
end
end
end
end)
This is the script that damages the Dummy. Note: This is not the whole script, but everything related to the dummy is here and this is a server script
From this I think I can see the problem!
from this screenshot I made the dummy take full 100% of its health damage and it never printed that it died.
But from the screenshot below it shows that you have to inflict some sort of damage first then take the full health for it to register as a death.
So basically do this
been running into this bug- shouldn’t the died event fire for a humanoid even if the damage taken exceeds max health in a single hit? the ‘solution’ here is not really a workaround to the underlying issue.