You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
I’m trying to make the Tower Defense X range mechanic (the circle changing if there are obstacles)
What is the issue? Include screenshots / videos if possible!
I have no idea how to achieve my goal.
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I have tried looking on the devForum and even using Ai.
-- Script for visualizing tower range (e.g., inside a Script in the Tower model)
local tower = script.Parent
local range = 10 -- Range of the tower
local rangePart = Instance.new("Part")
rangePart.Shape = Enum.PartType.Cylinder
rangePart.Size = Vector3.new(0.2, range * 2, range * 2)
rangePart.Anchored = true
rangePart.CanCollide = false
rangePart.Transparency = 0.5
rangePart.Parent = tower
rangePart.CFrame = tower.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), 0, 0)
-- Script to detect enemies within range (e.g., inside a Script in the Tower model)
local tower = script.Parent
local range = 10 -- Range of the tower
local attackCooldown = 1 -- Time between attacks
local lastAttackTime = 0
local function isWithinRange(enemy)
return (enemy.Position - tower.Position).Magnitude <= range
end
local function attack(enemy)
if tick() - lastAttackTime >= attackCooldown then
lastAttackTime = tick()
-- Implement attack logic (e.g., reduce enemy health)
print("Attacking enemy: " .. enemy.Name)
end
end
while true do
wait(0.1)
for _, enemy in pairs(workspace.Enemies:GetChildren()) do
if isWithinRange(enemy) then
attack(enemy)
end
end
end
-- Example function to reduce enemy health
local function attack(enemy)
if tick() - lastAttackTime >= attackCooldown then
lastAttackTime = tick()
if enemy:FindFirstChild("Health") then
enemy.Health.Value = enemy.Health.Value - 10 -- Reduce health by 10 (example value)
if enemy.Health.Value <= 0 then
enemy:Destroy() -- Destroy enemy if health is 0
end
end
print("Attacking enemy: " .. enemy.Name)
end
end
-- Tower defense range mechanic script
local tower = script.Parent
local range = 10 -- Range of the tower
local attackCooldown = 1 -- Time between attacks
local lastAttackTime = 0
-- Create a range visualization part
local rangePart = Instance.new("Part")
rangePart.Shape = Enum.PartType.Cylinder
rangePart.Size = Vector3.new(0.2, range * 2, range * 2)
rangePart.Anchored = true
rangePart.CanCollide = false
rangePart.Transparency = 0.5
rangePart.Parent = tower
rangePart.CFrame = tower.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(90), 0, 0)
local function isWithinRange(enemy)
return (enemy.Position - tower.Position).Magnitude <= range
end
local function attack(enemy)
if tick() - lastAttackTime >= attackCooldown then
lastAttackTime = tick()
if enemy:FindFirstChild("Health") then
enemy.Health.Value = enemy.Health.Value - 10 -- Reduce health by 10 (example value)
if enemy.Health.Value <= 0 then
enemy:Destroy() -- Destroy enemy if health is 0
end
end
print("Attacking enemy: " .. enemy.Name)
end
end
while true do
wait(0.1)
for _, enemy in pairs(workspace.Enemies:GetChildren()) do
if isWithinRange(enemy) then
attack(enemy)
end
end
end