z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 28 Jun 2014 01:39 PM |
| I know VERY little about scripting. I wanted to make a script where when someone dies from an explosion, their body is replaced with a gore model and acted as their dead body parts. Anybody know if this is possible? (I made the gore myself) |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 28 Jun 2014 01:41 PM |
| For example: Team Fortress 2, when someone is shot with an explosive, their body explodes into bits and flies in all directions |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 28 Jun 2014 02:04 PM |
| Nobody knows how to do this? This is painful. |
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| 28 Jun 2014 02:07 PM |
You could call Humanoid.Died and then
for i=1, 10 do local p = Instance.new("Part", game.Workspace) p.FormFactor = "Custom" p.Size = Vector3.new(math.random(0.1, 1), math.random(0.1, 1), math.random(0.1, 1)) p.Position = Humanoid.Parent.Torso end
That's just a write up, but the general idea is there. |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 30 Jun 2014 10:39 PM |
| I think it finally formed in my head. |
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yurhomi10
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| Joined: 10 Dec 2008 |
| Total Posts: 13886 |
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| 30 Jun 2014 10:49 PM |
| something like this might be hard for you, I would go to the wiki cookbook. Lots of examples there |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 30 Jun 2014 11:18 PM |
function OnDeath() -- When someone dies wait(.001) i = game.Lighting.GoreModel:clone() -- Clones a model of gruesome gore i.Parent = Workspace i:MoveTo(Vector3.new(somenumber, somenumber, somenumber)) -- Supposed to be moved at place where character dies end
I don't know what to put above the OnDeath() function. Like detecting when a character dies and how to remove the characters body before moving gory bits into workspace. |
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Bebee2
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| Joined: 17 May 2009 |
| Total Posts: 3985 |
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| 30 Jun 2014 11:20 PM |
| It depends if you wanna use a Server script or a LocalScript. |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 01 Jul 2014 01:46 AM |
| I might have got it working. |
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| 01 Jul 2014 01:49 AM |
If you want to check when the character has died, look at this example here: http://wiki.roblox.com/index.php?title=Died_%28Event%29 |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 01 Jul 2014 11:28 AM |
print("Hello Noob!")
player = Workspace:FindFirstChild("Player") humanoid = player.Humanoid
function OnDeath() -- when someone dies wait(.00001) print("HAHA") if player then pos = player.Head.Position for _, v in ipairs(player:GetChildren()) do if v:IsA('BasePart') then v:Destroy() end end i = game.Lighting.GoreModel:clone() -- clones a model of gruesome gore i.Parent = Workspace i:MoveTo(Vector3.new(pos.X, pos.Y - 1, pos.Z)) -- supposed to be moved at place where character dies end end
humanoid.Died:connect(OnDeath)
How do I make this script repeat? And how do I make it so it does it when every humanoid dies? (Even Zombies, or NPCs) I already have it working for regular characters just not "NPCs". |
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luap2000
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| Joined: 31 May 2014 |
| Total Posts: 43 |
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| 01 Jul 2014 11:36 AM |
use a for loop or a repeat loop. for example i used a for loop below
function() -- stuff here end
for x = 0, 10 do function() end
change the number after the comma in the for loop to however many times you want it to do that function.
you can also use a boolean to control whether the function should keep running or not
running = true
while running do function() end
by setting running to true or false you can control at what times the function is constantly running if not as long as the server is running |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 01 Jul 2014 12:05 PM |
| Anyone else know how to make a script repeat itself after it has done it once already? If that makes sense. |
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| 01 Jul 2014 12:30 PM |
repeat function() until condition |
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z0mbi3x1
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| Joined: 04 Jul 2010 |
| Total Posts: 137 |
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| 01 Jul 2014 01:15 PM |
| All the repeating stuff keeps breaking the script. So I remove it. When I just leave it as it is and blow up a "Player", it does the thing. When I spawn another "Player", and blow him up, it doesn't do it anymore. |
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| 01 Jul 2014 01:48 PM |
| If you're using game.Players.PlayerAdded and Humanoid.Died it should call a function whenever the Humanoid dies. |
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