Basically, I have this script that is a fireball. Most of the basics of the script are done, so I want to move onto a different script, that cancels out these moving objects, or future abilities that I might make, but seem to keep trying to no avail.
If I could get some assistance with this, I’d appreciate it so much.
You’d be better off adding a function/chunk of code into the existing script to handle this, first of all the references have already been declared so accessing them will be trivial & secondly it’s good practice to keep everything related to/regarding a particular thing/object/instance inside the same script.
You could use RemoteFunctions or BindableFunctions by calling them from the script you want to use to stop the tween and do the action on the scirpt that starts the tween or by using a ModuleScript
When you say adding a function/chunk of code, you mean to the fireball to have a general script to use to cancel its movement/damage out, or a module script to do that?
Are there resources on BindableFunctions that I can look at to get an idea on how I can use that within the script? (Sorry, I’m still kind of new to the deving scene so I don’t have too much of a grasp on general things)
Alright, I believe I have somewhat of an understanding on what BindableFunctions do, make a server event, only affect a server event, so now my question come in as how would I utilize this information and create a module out of it, so I can use it amongst various different moving objects similar to the fireball?
I do enjoy trying out your methods much more, but the current issue I have is now
ServerScriptService.ActualFireball:64: attempt to index nil with 'OnInvoke'
with the BindableEvents
and the script is
if Fireball.Cframe >= 30 and Playing then
print("Fireball is moving!", Playing.PlaybackState)
wait(1)
Playing:Cancel()
print("Fireball is stopping!")
end
end