Ok add this code under the new code i told you to add:
AlienClone.Torso.Anchored = true
run the game then tell me if you see aliens
Ok add this code under the new code i told you to add:
AlienClone.Torso.Anchored = true
run the game then tell me if you see aliens
ok remove the anchor code then you know the middle 0 i told you before? yeah change it to 100 and lets see what happens
make a region3 and get a random Z and X position
It looks like @takticiadam is helping you with your first problem, so I’ll present you a solution for your second one. Once the aliens spawn, you could assign them StringValue called “Team”. Then, in the text for it you would type the Team’s name. After that you should check to see if the Team.Value is the same as the Aliens value.
I found them, I think I need to update the number again
Then enter a bigger number. repeat increasing the middle 0 until you see aliens
edit: yeah it looks like you did that i saw your edit, if you still have problems aliens not spawning then increase that number because your terrain has different heights at different locations
How would I do this exactly???
What you want to do is every time you spawn an Alien, you’ll want to create a new StringValue. You can name this StringValue whatever you want. In the Value of it, type the Team’s name. After that, create a variable that stores the Alien’s team value (myTeam = Alien.Team.Value). Use an if statement to check whether or not the target that the alien has found has the same team value as the alien. If it does, then you can attack, but if not, the alien should find a new target.
Make the middle 0 bigger, I mean just increase the value of it
AlienClone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(math.random(200,5000), 0, math.random(200, 5000))))
AlienClone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(math.random(200,5000), 0, math.random(200, 5000))))
the bold one make it really big
I did not include the part where you check to see if the target that the Alien has latched onto is on another team. That part should be closer to your attack part (Wherever your code for finding a target is)
local SpawnedAliens = {}
local AlreadySpawned = false
while true do
if (game.Lighting.ClockTime < 5 or game.Lighting.ClockTime > 18) and not AlreadySpawned then
AlreadySpawned = true
for i = 1, AlienAmount do
local AlienClone = Alien:Clone()
AlienClone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(math.random(50,500), 0, math.random(50, 500))))
AlienClone.Parent = workspace
local [VariableName] = Instance.new("StringValue")
[VariableName].Name = "Team"
[VariableName].Value = [TeamValue]
[VariableName].Parent = AlienClone
table.insert(SpawnedAliens, AlienClone)
wait(0.25)
end
elseif not (game.Lighting.ClockTime < 5 or game.Lighting.ClockTime > 18) and AlreadySpawned == true then
if #SpawnedAliens > 0 then
for i,v in pairs(SpawnedAliens) do
if v ~= nil then
v:Destroy()
end
end
end
AlreadySpawned = false
end
wait(1)
where does the Variable go???
You should create the variable right after you parent the Alien to the workspace. Check to see if the Alien’s team.Value is/is not equal to the target that it latched onto.
Sorry, you’re also gonna want to parent the String to the Alien.
AlienClone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(math.random(200,1000), 100, math.random(200, 1000))))
It looks perfect to me, just stop sending me screenshot every time you change the number, just keep increasing the value until you get what you want
The number is not changing the spawn point
The middle one changes the height of where they spawn others are spawn points, if you did it correctly aliens will spawn at sky then drop to the ground and thats what you want