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Re: Having trouble with coroutine wrap

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MonkSaru is not online. MonkSaru
Joined: 29 May 2010
Total Posts: 166
06 Mar 2015 10:50 AM
So I'm creating an attack for a game I'm making where you can fire multiple projectiles. I am using a local script for this. The projectiles damage touch function is inside the local script, for it to apply to each projectile I set up a function that would send their variable to a touch function with a coroutine wrap.(There are several reasons why I need it to run in local and can't just copy a script and put it into the projectile itself for the damage). Now the projectiles work perfectly fine when they hit a dummy or the ground or anything aside from a player basically. Sometimes it works against a player but majority of the time it doesn't and it says. Cannot resume dead thread. I'm not super fluent with coroutines so idk what this means mostly cuz they rarely give much feed back. Anyone know? Btw I would post the script but its rather long so idk if I should or can for that matter.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
06 Mar 2015 10:58 AM
Replace the wrap with Spawn and see what happens.
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MonkSaru is not online. MonkSaru
Joined: 29 May 2010
Total Posts: 166
06 Mar 2015 11:01 AM
I'm sorry I'm not really understanding what you mean.
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MonkSaru is not online. MonkSaru
Joined: 29 May 2010
Total Posts: 166
06 Mar 2015 11:04 AM
Oh I see what you mean now but this isn't going to work because this would wait for them to yield first and I need them to run side by side.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
06 Mar 2015 11:09 AM
Spawn works similarly to couroutines in Roblox. They would run concurrently.
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MonkSaru is not online. MonkSaru
Joined: 29 May 2010
Total Posts: 166
06 Mar 2015 11:21 AM
I honestly cannot figure out for the life of me how this thing should be set up. No matter what I do it keeps telling me I have my ends in the wrong spots.
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