You can write your topic however you want, but you need to answer these questions:
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What do you want to achieve? I want to Make a mantle script for signs that are currently there and signs that will spawn in at a later time
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What is the issue? whenever i jump on it does latch me onto the sign
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What solutions have you tried so far? I have tried using while true loops but that teleports me back to the past sign and i have tried setting it to humanoid.touched and checked if it hit the part but it still doesnt latch on either
ClonedMaps.ChildAdded:Connect(function(Map)
for _, Obstacle in pairs(Map.Obstacles:GetChildren()) do
if Obstacle.Name == "Sign2" then
Obstacle.HitDetect.Touched:Once(function(hit)
Controls:Disable()
Heartbeat:Wait()
Character.PrimaryPart.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
local CancelGrav = Instance.new("BodyVelocity")
CancelGrav.MaxForce = Vector3.new(0, 1, 0) * 30000
CancelGrav.Velocity = Vector3.new(0, 0, 0)
CancelGrav.Name = "CancelGrav"
CancelGrav.Parent = HRP
local Sign2Params = RaycastParams.new()
Sign2Params.FilterType = Enum.RaycastFilterType.Exclude
Sign2Params.FilterDescendantsInstances = {Character}
local Sign2Ray = workspace:Raycast(Vector3.new(HRP.Position.X, 5.286, HRP.Position.Z), Vector3.new(-5, 0, 0), Sign2Params)
if Sign2Ray ~= nil and Sign2Ray.Instance.Parent.Name == "Sign2" then
local Sign2 = Sign2Ray.Instance.Parent
Character:PivotTo(Sign2.HitDetect.CFrame * CFrame.Angles(0, math.rad(90), 0))
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Part") then
v.CanCollide = false
end
end
local Sign2Idle = AnimationTracks.Sign2.Sign2Idle
local Sign2Jump = AnimationTracks.Sign2.Sign2Jump
Sign2Idle:Play()
print(Sign2Idle)
Sign2Idle.Stopped:Connect(function()
Sign2Jump:Play()
end)
Sign2Jump.Stopped:Connect(function()
Character:PivotTo(CFrame.new(Sign2.MetalSign.Position + Vector3.new(-1.464, 1.899, 0.511)))
Controls:Enable()
CancelGrav:Destroy()
delay(0.5, function()
for i, v in pairs(Character:GetChildren()) do
if v:IsA("Part") then
v.CanCollide = true
end
end
end)
end)
end
end)
end
end
end)