That doesn’t answer my question, you still only need 1 function
but you need the touch interest for the function to work
yeah the touched is a function itself
ik but it make a touch interest which you need for the other function
end) <what do you think this is?
ik check this
you dont need another function
i think you do 30 charssssss
just go to the wiki, like you’re pulling all this information you don’t understand
:GetTouchingParts() does not work on characters as the legs and arms are non-colide, therefore if you want to have to do methods like so which @buildthomas showed previously:
Alternatively, you might want to look into regions instead as they can provide the same relative ideology and encompass the same logic.
I’ll explain. The reason why @TheDragonSlayer5481 added a
Touched function is to also register Non-Collideable parts.
GetTouchingParts will only return parts who’s property CanCollide is true. However, by adding a touch interest, it will register the part despite not having a CanCollide true.
Also, I see you have 2 variables that has the same name as “Part” (In a local variable and parameter).
And when you did
CheckIfPlayerIsInArea(), you didn’t add a part argument.
You may want to use .magnitude:
local check = workspace.CheckParts local player = game.Players.LocalPlayer local stage = player.leaderstats.Stage local Part =check[stage.Value] local CurrentStage = game.StarterGui.MainGui.Teleporters.Frame["Current Stage"] local magnitude = (player.Character.HumanoidRootPart.Position - Part.Position).Magnitude if magnitude == 0 then CurrentStage.Visible = false else CurrentStage.Visible = true end
Magnitude detects the distance between the players position and the parts position. It helps in these situations.
Hope it helped
this is because the part , check[stage.Value], when i try to put it in the parameters it does not work
Then maybe you should remove the “Part” from
function CheckIfPlayerIsInArea(Part,Character) .
Another note, be sure to disconnect the Touched function after you did
This helps, but i do not want the player to have the exact position but within a certain area.
but that doesn’t make any sense to me > why not just use raycasting at that point
Could you help me and show me a script example on how to do that?
A Raycast is a line, while he is trying to make a sort of area. This would require a lot of Raycast.
you can use raycast with magnitude ya know? additionally you could use region3 to make an area. Like theres so many better ways to do this.
Can i have a code example so i can implement this