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| 01 Feb 2015 09:29 PM |
How could this work with FilteringEnabled?
Debounce = false if LaserVal.Value == true then local Humanoid = Tool.Parent:FindFirstChild("Humanoid") if Handle and Humanoid and Humanoid.Health > 0 then if (Handle.Position - Humanoid.TargetPoint).magnitude <= 1000 then local Part = Instance.new("Part") Part.Anchored = true Part.CanCollide = false Part.formFactor = "Symmetric" Part.TopSurface = 0 Part.BottomSurface = 0 Part.BrickColor = BrickColor:random() Part.Transparency = 0.4 Part.Name = "Laser" Part.Locked = true Part.Size = Vector3.new(1,1,(Humanoid.TargetPoint - Handle.Position).magnitude) Part.CFrame = CFrame.new(((Handle.Position + Humanoid.TargetPoint)/2) + 1 * (Humanoid.TargetPoint - Handle.Position).unit, Humanoid.TargetPoint) local Mesh = Instance.new("BlockMesh") Mesh.Scale = Vector3.new(0.25,0.25,1) Mesh.Parent = Part Part.Parent = workspace game:GetService("Debris"):AddItem(Part, 1.5) Part.Touched:connect(function(Hit) local Humanoid = Hit.Parent:FindFirstChild("Humanoid") if Hit.Parent and Humanoid and Humanoid.Health > 0 and Humanoid.Parent ~= Tool.Parent then tagHuman(Humanoid) Humanoid:TakeDamage(100) Handle.Laser1:Play() end end) if Debounce == false then Debounce = true Handle.Transparency = 1 Handle.Laser2:Play() for v=1, 10 do Part.Transparency = 0.1 * v wait(0.01) end wait(1) Debounce = false Handle.Transparency = 0 end Part:Destroy() end end |
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| 01 Feb 2015 09:52 PM |
| Is their anyone who knows how this could work? |
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| 01 Feb 2015 10:03 PM |
Look it up on the wiki, FE is not insanely hard (especially so if you start your project with it on); but giving us code and say "MAKE IT HAPPEN" is not good.
I scanned it and you didn't tell us what tagHuman() is.
I don't think anyone appreciates this when you could just get experience and write out many things (such as values of the humanoid) to the output; you don't know what doesn't replicate. I also believe ROBLOX has a built in studio option turned off somewhere that prints filters.
If you don't even know how to work with FE (which I believe because you have put no real effort in saying what you tried), I re-refer you to the wiki.
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| 01 Feb 2015 10:06 PM |
No comments, no saying what works what doesn't; nothing. You wrote a terrible request (I know this script its a very common layout from the wiki/FM), let alone will you be able to follow this later on.
Do yourself a favor and study the code, maybe you'll actually figure it out. |
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| 01 Feb 2015 10:26 PM |
| Thanks for helping...I guess. If you knew it, you'd probably help me real quick. |
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Ruinable
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| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
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| 01 Feb 2015 10:30 PM |
| @Blood, stop trying to make him feel like he needs to stroke his ego. I know he knows how to fix it, and we are helping you by not helping you. Ho back and learn the basics before getting into something this advanced. Do you even know what a remoteevent is...? |
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Ruinable
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| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
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| 01 Feb 2015 10:32 PM |
| Take my advice. Seriously. |
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| 01 Feb 2015 10:33 PM |
| I'll just ask the people who probably would know that are asleep tomorrow. |
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Ruinable
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| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
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| 01 Feb 2015 10:44 PM |
| It's called remotevents and remotefunctions. Figure it out, narb. |
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| 01 Feb 2015 10:48 PM |
| Already using one. I'm using a RemoteEvent. |
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| 01 Feb 2015 10:49 PM |
The laser beam code is apart of the onLeftDown() function.
function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end
Remote.OnServerEvent:connect(onRemote) |
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