Hey!
I’m trying to make a fully destructible world, And I’m having problems with some things.
I have old buildings that weren’t built with weld, Only with anchor. Is there a way I can weld all parts inside of them at once, Instead of just adding them with the tool? (Which will take alot of time).
How can I make the fallen parts cause less lags, For example, Disappear after some seconds?
Is there a way to make the bigger parts of the buildings split into smaller ones with the same material and color, when touching an explosion, Instead of just deleting them and making instead smaller parts?
How can I make the unanchored destructible buildings stick to the ground?
I heard you can somehow change the “weight” of a part, means when it comes in touch with explosion, It won’t just fly away but will fall not far away from the explosion. Is it possible, Or the only thing that changes it the explosion strength
There are many welding plugins for you to look into.
You can use the Debris AddItem method, or you could use a delay()
Although you could technically use run-time CSG to cut them, it is easier and probably faster to just delete and replace with multiple chunk pieces.
Weld to the floor?
In the properties window with a part selected, you’ll see an option to check off on custom physical properties. Once you check it off, you can increase the density value.
For some reason it’s still not working.
Is something wrong with the code?
if ExplodeEvent then
Rocket.Touched:Connect(function(TouchPart)
if not IGNORE_LIST[string.lower(TouchPart.Name)] and not TouchPart:IsDescendantOf(Character) then
ExplodeEvent:FireServer(Rocket.Position)
delay(7, function()
TouchPart:Destroy()
end)
There’s nothing stored in the ignore list, And even when I tried putting this right after "Rocket.Touched:Connect(Function(TOuchPart), Still not working…
Is there a script which I can just put inside the model which will destroy his children if blew up?
if ExplodeEvent then
Rocket.Touched:Connect(function(TouchPart)
delay(7, function()
TouchPart:Destroy()
end)
if not IGNORE_LIST[string.lower(TouchPart.Name)] and not TouchPart:IsDescendantOf(Character) then
ExplodeEvent:FireServer(Rocket.Position)
if callFunction == false then
callFunction = true
LocalTouchSound:play()
wait(0.5)
callFunction = false
end
end
end
)end
I believe your destroy function is run before the whitelist checker.
if ExplodeEvent then
Rocket.Touched:Connect(function(TouchPart)
if not IGNORE_LIST[string.lower(TouchPart.Name)] and not TouchPart:IsDescendantOf(Character) then
delay(7, function()
TouchPart:Destroy() -- moved it here
end)
ExplodeEvent:FireServer(Rocket.Position)
if callFunction == false then
callFunction = true
LocalTouchSound:play()
wait(0.5)
callFunction = false
end
end
end
)end
Then it will destroy the whole model…
I only want to destroy the parts that are no longer connected to the rest of the buildings, The parts that were affected by the explosion and fell off.