drco12
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| Joined: 26 Sep 2009 |
| Total Posts: 234 |
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| 21 Feb 2014 05:29 PM |
Is there a kill brick that does not kill based on a humanoid? But rather based on something else?
If there is it would really help thanks! :D |
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Zakkeh
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| Joined: 24 Oct 2013 |
| Total Posts: 1133 |
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| 21 Feb 2014 05:33 PM |
Heh
script.Parent.Touched:connect(function(part) if part.Parent.Humanoid then part.Parent:BreakJoints() end end)
lul |
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drco12
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| Joined: 26 Sep 2009 |
| Total Posts: 234 |
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| 21 Feb 2014 05:36 PM |
| That still functions on humanoids though :O |
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7y13rb
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| Joined: 28 May 2011 |
| Total Posts: 223 |
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| 21 Feb 2014 05:37 PM |
| no it just sees if there IS a humanoid in the chararacter..(basically if its a player) |
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7y13rb
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| Joined: 28 May 2011 |
| Total Posts: 223 |
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| 21 Feb 2014 05:38 PM |
| basically so it wont rip apart your game if something touches it thats not a player |
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Zakkeh
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| Joined: 24 Oct 2013 |
| Total Posts: 1133 |
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| 21 Feb 2014 05:39 PM |
well yea. you could do script.Parent.Touched:connect(function(part) if part.Parent.Torso then if game.Players:FindFirstChild("part.Parent.Name") then player = game.Players:FindFirstChild("part.Parent.Name") player.Character:BreakJoints() end end end) |
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7y13rb
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| Joined: 28 May 2011 |
| Total Posts: 223 |
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| 21 Feb 2014 05:39 PM |
if you dont want humanoid to be in script at all, try this: script.Parent.Touched:connect(function(part) if part.Parent.Head then Head:remove() end end) |
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7y13rb
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| Joined: 28 May 2011 |
| Total Posts: 223 |
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| 21 Feb 2014 05:40 PM |
| @zakk you wouldn't need to check twice...would you? |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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| 21 Feb 2014 05:41 PM |
I have no idea what you would need one for.. just use this..
script.Parent.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil then hit.Parent:BreakJoints() end end) |
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drco12
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| Joined: 26 Sep 2009 |
| Total Posts: 234 |
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| 21 Feb 2014 05:43 PM |
The reason I need this is: I want a brick to kill a non-morphed player, but I want the players whom are morphs to not be affected.
Does this make sense? |
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drco12
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| Joined: 26 Sep 2009 |
| Total Posts: 234 |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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| 21 Feb 2014 07:33 PM |
script.Parent.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") ~= nil then if hit.Parent.Torso.Shape == 0 then hit.Parent:BreakJoints() end end end) |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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| 21 Feb 2014 07:34 PM |
| This would only work if the torso wasn't 'morphed' |
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| 21 Feb 2014 07:36 PM |
A torso shape remains the same.
A morph is a charactermesh. |
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Goulstem
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| Joined: 04 Jul 2012 |
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