Well, when I decide to make a Stun Global BoolValue, there seems to be no form of stun being used on the thing/player I am hitting. They are still able to actively move.
--Region3 In Action
local HBFinder = workspace:FindPartsInRegion3(Re3, HitBox, 20)
Debris:AddItem(HitBox, 0.3)
for i, parts in pairs (HBFinder) do
if parts.Parent:FindFirstChild("Humanoid") and parts.Parent ~= Character then
parts.Parent.Humanoid:TakeDamage(2.5)
local m1STUNT = Instance.new("BoolValue")
m1STUNT.Name = "eStun"
m1STUNT.Parent = Character
game.Debris:AddItem(m1STUNT,.7)
if m1STUNT.Parent == parts then
m1STUNT = true
local bodyVelocity = Instance.new('BodyVelocity')
bodyVelocity.Parent = Character.HumanoidRootPart
bodyVelocity.MaxForce = Vector3.new(0, 0, 0)
print("Stun locked")
m1STUNT = false
end
break
end-- If statement ended in forloop
end--For loop ended
if Humanoid.Died then
Humanoid.Died:Connect(function()
if Humanoid.Died then
HitBox:Destroy()
script.Disabled = true
end--If statement if the humanoid died
end)--Humanoid died event
end
end-- if statement for combat activation on
end--Function End
script.Parent.OnServerEvent:Connect(CombatActivation)
It won’t even seem to create a value.
As for the knockback it’s nearly no different. It’s in a different script, but the outcome is still the same
wait(1)
--\\ Services //--
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Debris = game:GetService("Debris")
--\\ Variables //--
local Debounce = false
script.Parent.OnServerEvent:Connect(function(Player, Action, Count)
local Character = Player.Character
local HRP = Character:FindFirstChild("HumanoidRootPart")
local HumanoidRootPart = Character.HumanoidRootPart
local HM = Character:FindFirstChild("Humanoid")
local Humanoid = Character.Humanoid
local hb = workspace:FindFirstChild("Hitbox")
if Action == ("Combat") and ("KB") then
Count = 1
wait(0.3)
Count = 2
wait(0.3)
Count = 3
wait(0.3)
Count = 4
local PlayerOrientation = Player.Character.HumanoidRootPart.CFrame.LookVector --this will get the orientation that the player is looking at in the world space
local VelocityModifier = 50 --the higher the number, the higher the velocity
local MaxForce = Vector3.new(50000,50000,50000) --higher numbers = more force applied to the player
for i, parts in pairs(hb) do
print("Hitbox does indeed exist begin to do dis")
local bodyVelocity = Instance.new('BodyVelocity')
bodyVelocity.Parent = parts.Character.Humanoid
bodyVelocity.MaxForce = MaxForce
bodyVelocity.P = math.huge -- this makes the bodythrusts P value infinite
bodyVelocity.Velocity = Vector3.new(-PlayerOrientation.X*VelocityModifier,-PlayerOrientation.Y*VelocityModifier,-PlayerOrientation.Z*VelocityModifier) --make sure to use the inverse of the players orientation, or the player will be knocked forward, rather than backwards
bodyVelocity.Name = "Bang"
game.Debris:AddItem(bodyVelocity,0.1)
end
end
end)