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| 27 Oct 2015 03:02 PM |
| Which method is less glitchy/laggy? I noticed that the collision detection for damaging is pretty bad so I was wondering what method was the best for a Cube 4X the size of the character Flying through the air. |
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| 27 Oct 2015 03:04 PM |
| Use TakeDamage when you want players with forcefields not to take damage, so in general. |
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| 27 Oct 2015 03:09 PM |
| Please read the question. I asked which method was less laggy/glitchy, not which one damages through forcefields. |
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| 27 Oct 2015 03:09 PM |
"Please read the question"
Read my answer. Asking which is less "laggy/glitchy" is a silly question. |
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| 27 Oct 2015 04:13 PM |
"Use TakeDamage when you want players with forcefields not to take damage" I wanted to know which method had less problems. not "Use TakeDamage when you want players with forcefields not to take damage" |
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| 27 Oct 2015 04:28 PM |
| I recommend :TakeDamage(). Neither of them cause lag. Well, at least on my computer they don't. |
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| 27 Oct 2015 04:33 PM |
"I wanted to know which method had less problems."
And I told you, it's a dumb question. |
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| 29 Oct 2015 10:26 PM |
| oh my god are you dumb he literally said the same thing i did but not as useful as me |
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xLink123
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| Joined: 07 Aug 2014 |
| Total Posts: 11158 |
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| 29 Oct 2015 10:34 PM |
Use humanoid:TakeDamage(x)
My reasoning behind this is because when one takes damage from their current value of health, they have to use this line:
humanoid.Health = humanoid.Health - x
humanoid:TakeDamage(x) automatically subtracts it from the current value |
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| 06 Nov 2015 03:48 PM |
Neither of them are laggy. TakeDamage is better because it subtracts the amount of health Health just sets the health to a value |
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RoKjell
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| Joined: 22 Nov 2012 |
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| 06 Nov 2015 03:51 PM |
Depends on what you prefer, short lines: humanoid:Takedamage(x) or longer lines: humanoid.Health = humanoid.Health-x
Neither of them will be laggy or glitchy, it only depends on what you prefer to use.
Why? Because I can. |
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