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| 12 Oct 2015 12:15 PM |
| how do I make a part immune to the BreakJoints() thing? |
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| 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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| 12 Oct 2015 12:45 PM |
| didnt work when i added a forcefield |
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| 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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| 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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| 12 Oct 2015 01:06 PM |
| No. Pretty sure there's no way. |
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| 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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| 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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| 12 Oct 2015 01:09 PM |
@deafgift
then how did luckymaxer create the scale character module? |
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| 12 Oct 2015 01:10 PM |
| ah yes! i'm pretty sure you can redo all of the joints then |
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| 12 Oct 2015 01:11 PM |
| so i need a way for it not to respawn whilst making joints, too |
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| 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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| 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
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 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
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 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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