Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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| 27 Jul 2014 03:18 PM |
| Even when set to true, the CanCollide property of a tool's Handle always behaves as if it is set to false. I was wondering if there was a way to make a handle stop when it hits another object. This would allow me to program swords with different block and parry moves that would actually prevent the opponent's sword from reaching you. Any answers are appreciated, and if there's a way to replicate this without actually making the CanCollide behave as if it was set to true, that would be fine as well. |
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Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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128GB
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| Joined: 17 Apr 2014 |
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| 27 Jul 2014 05:09 PM |
After a lot of welding bricks onto the handle and stuff I realized Its as simple as
script.Parent.Equipped:connect(function() script.Parent:WaitForChild("Handle").CanCollide = true end) |
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Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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| 28 Jul 2014 09:40 AM |
| Huh.. so the CanCollide is automatically set to false when you equip a tool. Funny. Well, thanks. |
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| 28 Jul 2014 09:41 AM |
| Don't do that. There are better ways to block. |
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| 28 Jul 2014 10:23 AM |
| If you're up to it, just duplicate the handle and rename it and weld it into the same position and have it set to CanCollide = true. |
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128GB
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| Joined: 17 Apr 2014 |
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| 28 Jul 2014 10:33 AM |
@cml Thats what I tried to do before I realized I could just do what I did instead |
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Perci1
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| Joined: 24 Jan 2011 |
| Total Posts: 1027 |
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| 28 Jul 2014 04:43 PM |
| Well, Notunknown, what are those other ways? |
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| 28 Jul 2014 06:09 PM |
| Whilst blocking, ignore all incoming damage dealt at a certain angle (Lets say 30 degrees) to the lookVector of the defenders Torso. |
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