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Re: immune to breakjoints()

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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
12 Oct 2015 12:15 PM
how do I make a part immune to the BreakJoints() thing?
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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
12 Oct 2015 12:18 PM
maybe put a forcefield inside it? i don't see the point of trying though, just make it not break the joints if a certain requirement is met.
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
12 Oct 2015 12:45 PM
didnt work when i added a forcefield
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warspyking is not online. warspyking
Joined: 15 Nov 2011
Total Posts: 13947
12 Oct 2015 01:03 PM
Well, in your script where you use BreakJoints surround it like this:


if not Part:FindFirstChild("Immunity") then
Part:BreakJoints()
end


Then in the part you want to make immune, insert any type of object (but for organizational purposes I usually use a BoolValue), and name it 'Immunity'
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
12 Oct 2015 01:04 PM
thats not what i mean. in SB, they use BreakJoints() to kill. i need my character to be immune to that. i saw others do it so how do I?
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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
12 Oct 2015 01:06 PM
No. Pretty sure there's no way.
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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
12 Oct 2015 01:07 PM
UNLESS they remake their character's joints somehow, but I'm pretty sure :MakeJoints() doesn't work on characters.
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
12 Oct 2015 01:08 PM
well i KNOW there is a way. ill try and ask the guy who i saw do it then ill post it here
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OmegaGmaster is not online. OmegaGmaster
Joined: 22 Jul 2012
Total Posts: 18849
12 Oct 2015 01:09 PM
@deafgift

then how did luckymaxer create the scale character module?
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Deafgift100 is not online. Deafgift100
Joined: 09 May 2010
Total Posts: 3958
12 Oct 2015 01:10 PM
ah yes! i'm pretty sure you can redo all of the joints then
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
12 Oct 2015 01:11 PM
so i need a way for it not to respawn whilst making joints, too
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warspyking is not online. warspyking
Joined: 15 Nov 2011
Total Posts: 13947
12 Oct 2015 01:24 PM
I'd say he made a custom character, and on BreakJoints, destroyed it and cloned in a new one. Or something along those lines.
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
13 Oct 2015 07:01 AM
ill try that
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LotsOfViolence is not online. LotsOfViolence
Joined: 29 Jun 2011
Total Posts: 8375
13 Oct 2015 07:31 AM
I'm 100% it's not possible. Unless you make a fake character, program your own animations,etc.

Or just make it so when you die.. you INSTANTLY spawn in the same spot/position/etc. Using .RenderStepped as the fastest loop.


http://www.roblox.com/Coon-left-item?id=296811217 http://www.roblox.com/Coon-right-item?id=296811237
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
13 Oct 2015 08:08 AM
Iterate through your character, connect all of the weld objects found to a function that executes upon a change, and resets their part0 and part1.

-=Robo=-
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robocu3 is not online. robocu3
Joined: 13 Mar 2009
Total Posts: 6485
13 Oct 2015 08:11 AM
I'm 100% that this IS possible, I've seen it done, and I'm pretty positive that's how. lol
also, in the changed function, make sure you parent them to the correct location, I'm not sure if welds are destroyed with breakjoints or just disconnected, lol

-=Robo=-
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GloomDrone is not online. GloomDrone
Joined: 09 Aug 2015
Total Posts: 679
13 Oct 2015 08:12 AM
imma try
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noob241543903 is not online. noob241543903
Joined: 11 Sep 2016
Total Posts: 2
23 Oct 2016 03:59 PM
but how


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