So I removed this Anti-Noclip script that I forgot existed from my Test place:
function Do(c)
a = Instance.new("Part",c)
a.Name = "WallHackStopper"
a.FormFactor = "Custom"
a.Size = Vector3.new(0.1,0.1,0.1)
a.Transparency = 1
a.CFrame = c.Torso.CFrame + Vector3.new(5,0,0)
weld = Instance.new("Weld",a)
weld.Part0 = a
weld.Part1 = c.Torso
return a
end
function Check(h)
for Index,Value in pairs(Allowed) do
if Value == h.Name then
return false
end
end
return true
end
Allowed = {"Left Leg","Right Leg","Left Arm","Right Arm","Head","Torso","TouchPart","InvisibleDoor","Platform","Trigger","Main","Explosion10","Water","PortalWall1"}
game.Players.PlayerAdded:connect(function(p)
p.CharacterAdded:connect(function(c)
MonitSpeed(c)
t = Do(c)
t.Touched:connect(function(hit)
if Check(hit) == true then
c:BreakJoints()
end
end)
end)
end)
And ran this script in the place (It’s like this because it’s meant to emulate my reactor core meltdown sequence)
Parts = script.Parent.Parent.MeltdownParts
NumOfExp = 43
while true do
--Wall.CFrame = Wall.CFrame + Vector3.new(-1,0,0)
wait(.04)
--Wall.CFrame = Wall.CFrame + Vector3.new(-1,0,0)
--CamShake(Wall.Position)
if math.random(1,6) == 5 then
ExpPos = math.random(1,NumOfExp)
Explosion = Instance.new("Explosion")
Explosion.Position = Parts["Explosion"..ExpPos].Position
Explosion.Parent = game.Workspace
Explosion.BlastRadius = 35
Explosion.BlastPressure = 20000
Explosion.DestroyJointRadiusPercent = 0.13
Parts["Explosion"..ExpPos].ExplosionSound:Play()
--CamShake(Explosion.Position)
end
end
The player now IS moved by explosions, and nothing has changed but the presence of the noclip script.
However characters are moved much less that I feel they should when hit by explosions, instead of being flung away dramatically like parts* do, the characters act like they just got gently pushed by somebody. And then if the explosion kills you it’s powerful enough to fling your Humanoid Controller through the wall.
The testing place (Currently using force 70 000 explosions):
*Edit: All the parts in the testing place are anchored, but if the meltdown sequence is triggered with an admin command parts become unanchored and the same explosion script gives them a large fling.