Okay, so I’m working on a boss fighting system in my FFA game and player attacks are registered by cloning anchored hitboxes with touched events to deal damage. The first boss I’m making is supposed to be anchored in place while everybody has to attack and dodge it’s attacks, but touched events don’t fire if both parts are anchored. So what could I do to the boss so that it basically is anchored but isn’t actually anchored. (Something else that would be helpful is telling me how to deactivate collisions on a HumanoidRootPart
because every time I turn off collisions for it it turns back on)
Touched event works even if a part is anchored
if you still want it to be unanchored weld it with an anchored part
you can’t disable players’ cancollide property I believe, but you can set collision group to players so they won’t collide each other
the only issue is is that both parts are anchored and touched events don’t fire if both parts touching each other are anchored.
yes, because they aren’t even moving in the first place
even if you unanchor it, but it’s still in one place I think it won’t fire either
Instead of Touched, you could possibly use BasePart::GetTouchingParts to get all Parts which are intersecting with your Part. Keep in mind this’ll need to be used multiple times (perhaps in a Heartbeat Connection).
look at the developer hub article for basepart.anchored
i see.
so
or @Johnnyfireball123
's solution
I say make an invisible part then weld the original part to that. Make sure the invisible part is anchored and the original one isnt
So I know this is a messy solution but it works. I put two zero length ropes attached to anchored parts attached to the guys feet lol.
Is this basically like you fire a missile to a tower then it blows up but before it blowed up it could have people on it?
Or is this like all unanchored but yet still standing