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What do you want to achieve? I want to achieve this effect: https://gyazo.com/64da931bcd068969ec181940de131322
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What is the issue? I have already achieved it in a separate test area but whenever I try to apply that to my actual game it doesn’t work
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What solutions have you tried so far? So in the test area this is the script I use in the testing (Separate) place which gives the effect I want:
local NewProjectile = script.Parent
local NewAttachment = Instance.new("Attachment")
NewAttachment.Parent = NewProjectile
local NewAttachment2 = script.Parent.Parent.Part2.Attachment1
local Scale = 1
local Force = Vector3.new(2*Scale,0 + 2*Scale,math.random(-2,2)*Scale)
local NewLineForce = Instance.new("LineForce")
NewLineForce.Enabled = false
NewLineForce.ApplyAtCenterOfMass = true
NewLineForce.Attachment0 = NewAttachment
NewLineForce.Attachment1 = NewAttachment2
NewLineForce.Magnitude = Force.Magnitude * 2
NewLineForce.Parent = NewProjectile
local NewVectorForce = Instance.new("VectorForce")
NewVectorForce.Enabled = true
NewVectorForce.Attachment0 = NewAttachment
NewVectorForce.Parent = NewProjectile
NewVectorForce.Force = Force
coroutine.wrap(function()
wait(2)
print("LineForceEnabled")
print(NewLineForce.Active)
NewLineForce.Enabled = true
print(NewLineForce.Active)
end)()
local ObjectValue = Instance.new("ObjectValue")
ObjectValue.Parent = NewProjectile
local Connec
Connec = NewProjectile.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
--if hit.Parent ~= char then
print("hit the char known as " .. tostring(hit.Parent))
ObjectValue.Value = hit.Parent
--end
end
end)
coroutine.wrap(function()
wait(10)
Connec:Disconnect()
NewProjectile:Destroy()
return nil
end)()
ObjectValue.Changed:Wait()
NewProjectile:Destroy()
return ObjectValue.Value
However when I want to move this over to my actual game it stops working, (The testing area has 0 gravity which is why force is different), this is the script for my actual game:
function SodaCombat.CreateCombatFizz(plr,EnemyChar)
local char = plr.Character
local NewAttachment2 = EnemyChar.PrimaryPart.TargetAttachment
print(EnemyChar)
local NewAttachment2 = EnemyChar.PrimaryPart.TargetAttachment
local NewProjectile = FizzProjectile:Clone()
NewProjectile.Parent = workspace--.Projectiles
NewProjectile:SetNetworkOwner(nil)
NewProjectile.Position = char.PrimaryPart.Position + Vector3.new(0,5,0)
local NewAttachment = Instance.new("Attachment")
NewAttachment.Parent = NewProjectile
local Scale = 1
local Force = Vector3.new(2*Scale,(workspace.Gravity * NewProjectile.Mass)+ 1*Scale,math.random(-2,2)*Scale)
local NewLineForce = Instance.new("LineForce")
NewLineForce.Enabled = false
NewLineForce.ApplyAtCenterOfMass = false
NewLineForce.Attachment0 = NewAttachment
NewLineForce.Attachment1 = NewAttachment2
NewLineForce.Magnitude = Force.Magnitude * 2
NewLineForce.Parent = NewProjectile
local NewVectorForce = Instance.new("VectorForce")
NewVectorForce.Enabled = true
NewVectorForce.Attachment0 = NewAttachment
NewVectorForce.Parent = NewProjectile
NewVectorForce.Force = Force
coroutine.wrap(function()
wait(2)
NewLineForce.Attachment1 = NewAttachment2
NewLineForce.Enabled = true
wait()
print(NewLineForce.Attachment1)
print(NewLineForce.Active)
end)()
local ObjectValue = Instance.new("ObjectValue")
ObjectValue.Parent = NewProjectile
local Connec
Connec = NewProjectile.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
if hit.Parent ~= char then
print("hit the char known as " .. tostring(hit.Parent))
ObjectValue.Value = hit.Parent
end
end
end)
coroutine.wrap(function()
wait(10)
Connec:Disconnect()
NewProjectile:Destroy()
return nil
end)()
ObjectValue.Changed:Wait()
NewProjectile:Destroy()
return ObjectValue.Value
end
The above script works sometimes (always at the start before I give time for the game to fully load) where it also prints that .Active
is true, however after that it just stops working completely with only the VectorForce working, the LineForce’s .Active
property prints false from then on.
If anything was unclear please reply and ask me I’ve been stuck on this for a day and it’s really frustrating.